\columnbreak
___
> ## Beast of the Sky
>*Small beast, neutral*
> ___
> - **Armor Class** 13 + PB (natural armor)
> - **Hit Points** 4 + four 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
> ___
> - ***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 Attack:* 2 + your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d4 + 3 + PB slashing damage.
___
___
> ## Beast of the Sea
>*Medium beast, neutral*
> ___
> - **Armor Class** 13 + PB (natural armor)
> - **Hit Points** 5 + 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)|
>___
> - **Senses** darkvision 60 ft., passive perception 12
> - **Languages** understands the languages you speak
> ___
> - ***Amphibious.*** The beast can breathe both 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 Attack:* 1 + your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (ranger spell save DC to escape). Until this grapple ends, the beast can’t use this attack on another target.
\pagebreak
### Soothing Presence
At 7th level, your furry friend feels calmer when near you. While your beast companion is within 30 feet of you and can see you, it can add your *huntsman die* to all its saving throws.
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 use your bonus action to command your beast companion to take the Attack action, the beast can make two attacks instead of one.
### Shared Spells
Beginning at 15th level, 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.
Additionally, when you cast a spell with a range of touch, your beast companion can deliver the spell as if it had cast the spell. Your companion must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.
##### Desert Archer
by [Andrey Alexeev](https://www.artstation.com/artwork/qaxEn)
\columnbreak
## Globetrotter
A Globetrotter is not someone you would ever find in the same bar or the same location twice. The deepest caves, the coldest mountain tops, the thickest thicket, a Globetrotter has seen it all and this experience is what makes them dangerous. Some of the more daring Globetrotters casually offer extended guides through some of the world's most dangerous locales.
### Environmental Preparation
Beginning at 3rd level, your general knowledge of different environments gives you an edge in most fights and with superior preparation you brace yourself for every situation.
___
While you travel in certain types of environments, you gain the following benefits:
* **Arctic:** As a reaction, when you take cold damage, you may reduce the damage by an amount equal to your *huntsman die*.
* **Coast:** You gain a swim speed equal to half your walking speed. If you already have a swimming speed it is increased by 15 feet.
* **Desert:** As a reaction, when you take fire damage, you may reduce the damage by an amount equal to your *huntsman die*.
* **Forest:** You add your *huntsman die* to your perception checks.
* **Grassland:** Your walking speed increases by 10 feet.
* **Mountain:** You gain a climbing speed equal to half your walking speed. If you already have a climbing speed it is increased by 15 feet.
* **Swamp:** As a reaction, when you take poison damage, you may reduce the damage by an amount equal to your *huntsman die*.
* **Underdark:** Dim light doesn't impose disadvantage on your perception checks.
You can only benefit from one terrain preparation at a time.
### Globetrotter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Globetrotter Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *reshape ground (homebrew spell)* |
| 5th | *enlarge/reduce*|
| 9th | *Leomund's tiny hut* |
| 13th | *freedom of movement* |
| 17th | *tree stride* |
\pagebreak
### Well-travelled
At 3rd level, your journeys through distant lands and interest in diverse cultures have granted you a fundamental understanding of society and culture. You gain proficiency in the History skill, 1 tool of your choice and 1 language.
### Traveller's Rest
At 7th level, you can share your deep understanding of nature with your fellow travellers and those around you. Once per short rest, you may maximize one hit-die for each member of your party.
Additionally, whenever you finish a long rest, you grant your allies the benefits of your Environmental Preparation feature.
### Voyager's Tricks
At 11th level, having trained with warriors around the world, you're able to easily predict your foes' next move and exploit their openings. Whenever you don't add your maximum number of *huntsman dice* to *predator's strike*, you can choose to instead add a number of dice up to your maximum +1.
You can use this feature a number of times equal to your Wisdom modifier per long rest.
___
Additionally, whenever you finish a long rest, you can choose to gain the benefits of a second terrain from your Environmental Preparation instead.
### Expert's Presence
Starting at 15th level, your expertise of terrain, fighting tips and general knowledge spreads to your companions. Allies within 20 feet of you gain the following benefits:
* Moving through difficult terrain doesn't cost any extra movement
* Attacks against creatures that are standing in difficult terrain have advantage
* Whenever an ally has to make a saving throw, they can add your *huntsman die* to their saving throw
## Dread Warden
Dread Wardens are tirelessly working to keep ancient tombs and dungeons closed off. They seperate the world from sleeping evils and looming threats. Often bound to a place, Dread Wardens wear heavier armor and are trained in keeping adventurers and monsters out of the locales they are guarding. In rare cases, Dread Wardens seek out help from others, to aid them in their task to preserve and protect.
### Admonishing Guardian
At 3rd level, you gain proficiency in heavy armor and in either the persuasion or intimidation skill.
Additonally, whenever you make a check with the chosen skill, you can add your *huntsman die* to the total.
\columnbreak
### Dread Warden Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dread Warden Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *cause fear* |
| 5th | *hold person* |
| 9th | *fear* |
| 13th | *faithful hound* |
| 17th | *hold monster* |
### Forceful Onslaught
At 3rd level, when you take the attack action, you can choose to forgo your *predator's strike* feature and instead make an additional weapon attack with advantage as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) per long rest.
### Gruesome Howl
At 7th level, when you get hit by a weapon attack, you can use your reaction to cast the *fear* spell without providing somatic or material components and without expending a spell slot. The last creature that hit you has disadvantage on the saving throw.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
##### Death Knight
by [Larry Wilson](https://www.artstation.com/artwork/lVxXG)
\pagebreak
### Forceful Protection
Beginning at 11th level, you protect your allies with force. When the first creature you attack on your turn damaged one of your allies during the last round, you can use your *forceful onslaught* feature without expending a use.
### Victorious Strength
At 15th level, you feel empowered when cleansing the world from different threats. When you reduce a creature to 0 hitpoints you gain temporary hitpoints equal to your *huntsman die* + your Wisdom modifier (minimum of 1).
Additionally, you gain immunity to the frightened and charmed conditions.
## Strider
Crawling through mud, stalking difficult prey, keeping civilization safe from outside threats. All of these are tasks, Striders gladly take on. Whether it be to honor family tradition, escape from other duties or their past or simply to take revenge. A Strider is a valuable ally and a master of the wild.
### Fleet of Foot
At 3rd level, your walking speed increases by 10 feet. At 7th and 15th level, your walking speed increases by 5 feet each.
Additionally, you can add your *huntsman die* to any checks made to escape grapples or prevent being shoved.
##### Luka Delandour
by [Edward Yorke](https://www.artstation.com/artwork/RYOkkE)
\columnbreak
### Slowing Strikes
At 3rd level, you can slow down your prey by focusing on your attacks. As a bonus action, you can choose to sacrifice up to half of your movement speed until the start of your next turn. Your next attack that hits a creature, reduces that creature's movement speed by an amount equal to the movement you chose to sacrifice until the end of your next turn. If you have already used more than half your movement speed during your turn, you can't use this feature.
### Strider Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Strider Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *find familiar* |
| 5th | *aid* |
| 9th | *dispel magic* |
| 13th | *dominate beast* |
| 17th | *awaken* |
### Unbreakable Mind
Starting at 7th level, your resolve allows you to keep your concentration up, even under the most dire circumstances. If you are concentrating on a spell and take damage that is equal to or less than your Ranger level, you automatically succeed on the concentration check.
### Evasion
Beginning at 11th level, 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.
### Paragon of Nature
Beginning at 15th level, you become a paragon of nature and primal magic. Choose two druid cantrips and a spell of 1st, 2nd and 3rd level each, from the druid spell list. These spells count as ranger spells for you and you can cast each spell once without expending a spell slot. You can cast these spells again when you finish a long rest or expend a spell slot of 1 level higher than the spell's original level to cast them again.
## Pactslave
When a Ranger wanders in forgotten places that belong to seemingly nobody, they sometimes come across an outlandish being. Some of these otherworldly creatures just want a little gift, others like to bind them and make them work for them. A Pactslave is often a Ranger that had no other choice but to make a pact with a being they would much rather destroy.
\pagebreak
### Minor Pact Magic
Also at 3rd level, your patron augments your magic power. You learn one cantrip and one first level spell of your choice from the warlock spell list. You learn one additional warlock spell at 5th, 9th, 13th and 17th level. A spell you choose must be of a level you can cast and these spells count as ranger spells for you, but they don't count against the number of ranger spells you can prepare.
Additionally, you gain one additional spell slot. This spell slot is of the same level as your highest ranger spell slot and comes back on a short or long rest.
### Otherworldly Patron
When you reach 3rd level, you become a slave to an otherworldly being: the Archfey, the Celestial, the Fathomless, the Fiend, the Genie, the Great Old One, the Hexblade or the Undying. Your choice augments some of your conclave features and you gain one specific benefit based on your chosen patron. Spells you learn through this feature, count as ranger spells for you.
#### The Archfey
You learn the *minor illusion* cantrip and you can add your *huntsman die* to checks made to see through illusions.
#### The Celestial
You learn the *guidance* cantrip and whenever you heal a creature, you can add your proficiency bonus to the total.
\columnbreak
##### The Unified Horde
by [Timi Honkanen](https://www.artstation.com/artwork/3o86OJ)
#### The Fathomless
You learn the *frostbite* cantrip and you gain resistance to cold damage.
#### The Fiend
You learn the *firebolt* cantrip and you gain resistance to fire damage.
#### The Genie
You learn the *prestidigitation* cantrip and you gain resistance to one type of damage, depending on your type of patron.
| Genie Kind | Element | Damage Type |
|:---:|:-----------:|:-----:|
| Dao | Earth | bludgeoning |
| Djinni | Air | thunder |
| Efreeti | Fire | fire |
| Marid | Water | cold |
#### The Great Old One
You learn the *mind sliver* cantrip and you gain the benefits of the eyes of the runekeeper warlock invocation.
#### The Hexblade
You learn either the *green-flame blade* or *booming blade* cantrip and once per short or long rest, when you miss with a melee attack, you can choose to hit instead.
#### The Undying
You learn the *spare the dying* cantrip and once per long rest you can turn any failed death save into a success.
\pagebreak
### Patron's Favor
Starting at 7th level, your patron views you as a most valuable asset and tries to sweaten the deal. Choose one of the following features:
#### Mind of the Fey
**Prerequisite:** Archfey Patron\
You become immune to the charmed and frightened conditions.
#### Celestial Body
**Prerequisite:** Celestial Patron\
Your hitpoint maximum increases by an amount equal to your level and you become immune to diseases.
#### The Darkest Reaches
**Prerequisite:** Fathomless Patron\
You can breathe underwater and gain a swimming speed equal to your walking speed.
#### Blessed by Blood
**Prerequisite:** Fiend Patron\
When you reduce a creature to 0 hitpoints, you gain temporary hitpoints equal to your *huntsman die*.
#### Genie's Litheness
**Prerequisite:** Genie Patron\
You gain a flying speed equal to half your walking speed, during which you can hover.
#### Eldritch Bond
**Prerequisite:** Great Old One Patron\
You can spend 1 hour during a rest to establish a telepathic connection between you and a number of creatures equal to your Wisdom modifier. This connection lasts until your next long rest.
#### Cursed Weapon
**Prerequisite:** Hexblade Patron\
You can spend 1 hour during a rest to perform a ritual and bind a number of objects and weapons equal to your proficiency bonus to yourself. As long as these objects and weapons are on the same plane of existance as you, you can summon one of them into your hands as a bonus action. If you bind yourself to a weapon, you can use it as a spellcasting focus.
#### Gripping to Life
**Prerequisite:** Undying Patron\
Whenever you regain hitpoints, you regain additional hitpoints equal to your *huntsman die* up to your maximum.
#### Beast Speech
You can cast *speak with animals* at will.
#### Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
#### Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
#### Mask of Many Faces
You can cast *disguise self* at will, without expending a spell slot.
\columnbreak
#### Observing Companion
You learn the *find familiar*. The spell is a ranger spell for you and doesn’t count against your number of prepared spells.
### Patron's Smite
Starting at 11th level, during your turn, as a bonus action, you can imbue your weapon with your patron's energy. Your weapon attacks deal additional damage equal to your proficiency bonus and all damage dealt becomes a special type of damage, depending on your patron. This benefit lasts for 1 minute or until you dismiss the effect as a free action. You can use this feature a number of times equal to your Wisdom modifier per long rest.
##### Wanderer
by [Michał Sałata](https://www.artstation.com/artwork/3Wnlo)
\pagebreak
| Patron | Damage |
|:---:|:-----------:|
| Archfey | psychic |
| Celestial | radiant |
| Fathomless | cold |
| Fiend | fire |
| Patron | Damage |
|:---:|:-----------:|
| Genie | patron dependent |
| Great Old One | psychic |
| Hexblade | necrotic |
| Undying | necrotic |
### Stolen Magic
At 15th level, you draw more and more energy from your patron. During a short rest, you can now recover additional spell slots of a combined level equal to your Wisdom modifier. Once you do so, you can't use this feature again until you finish a long rest.
## Green Knight
Green Knights are the forest's protector's and work closely together with certain druid circles to ensure the balance and safety of their home. They often have a strong sense of right or wrong, but don't care much for civilization or cities. Their most important tast is to protect nature from harm.
### Green Knight Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Green Knight Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
##### The Green Knight
by [Alexandre Chaudret](https://www.artstation.com/artwork/V9OqN)
\columnbreak
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *sanctuary* |
| 5th | *warding bond* |
| 9th | *beacon of hope* |
| 13th | *aura of life* |
| 17th | *circle of power* |
### Guardian of Nature
At 3rd level, you gain proficiency with heavy armor and whenever you make a Intelligence (nature) check, you can add your *huntsman die* to the total.
### Protector's Burden
Also at 3rd level, you can compel your enemies into focusing on you instead of your allies. As a bonus action, choose a creature within 15 feet that you can see. The target must succeed on a Wisdom saving throw against your spell save DC, it can repeat the saving throw at the end of each of its turns. On a failure the creature has disadvantage on attack rolls against creatures other than you and once per turn, when it attacks a target other than you, it takes psychic damage equal to 1 *huntsman die*. This effect ends after 1 minute, you attack another creature or you fall unconscious.
At 11th level, you can target a second creature as part of the same bonus action and the range increases to 30 feet.
### Stalwart Defender
At 7th level, your abjuration spells help not just your allies. Whenever you cast an abjuration spell of 1st level or higher, you gain temporary hitpoints equal to your *huntsman die* + twice the spell's level.
### Unforgiving
Starting at 11th level, you punish the targets of your protector's burden feature even harder. Whenever you attack an enemy that is affected by your *protector's burden*, you can add your Wisdom modifier to the damage.
Additionally, when you use *protector's burden*, you can expend a spell slot of 1st level or higher to impose disadvantage on one target's saving throw.
### Warding Aura
At 15th level, you emit a faint aura of safety and protection. You and every creature of your choice within 15 feet of you gain the following benefits.
* When you are hit by an attack, you can use your reaction to reduce the damage taken by an amount equal to 1 *huntsman die*.
* You can use a bonus action to gain temporary hitpoints equal to 1 *huntsman die* until the start of your next turn.
* You have advantage on death saving throws and on saving throws against being charmed or frightened.
\pagebreak
## Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
### Arcane Archer Magic
Starting at 3rd level, you learn the *druidcraft* cantrip and learn additional spells when you reach certain levels in this class, as shown in the Arcane Archer Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *faerie fire* |
| 5th | *branding smite* |
| 9th | *flame arrows* |
| 13th | *arcane eye* |
| 17th | *swift quiver* |
### Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two *arcane shot* options of your choice (detailed below).
___
On your turn, you can forgo your *predator's strike* in favor of an *arcane shot*. When you hit a creature with an *arcane shot*, it suffers from the attack's normal effects and other effects specified in the *arcane shot* option.
You learn two additional *arcane shot* options of your choice at 7th level and one additional at 10th and 15th level. You can replace one *arcane shot* option you know with a different one whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
___
You can use this feature a number of times equal to your proficiency bonus per short or long rest.
\columnbreak
##### Female Archer
by [Donglu Yu](https://www.artstation.com/artwork/WqkXG)
\pagebreak
### Magic Arrow
At 7th level, you gain the ability to infuse arrows and bolts with magic. Whenever you fire a nonmagical arrow or bolt from a bow or crossbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target.
### Curving Shot
At 11th level, you learn how to direct an errant projectile toward a new target. When you make an attack roll with a magic arrow or bolt and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
### Ever-Ready Shot
Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.
## Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
If an option requires a saving throw, use your ranger spellcasting save DC.
##### Unforgiving Rasdrax
by [Billy Christian](https://www.artstation.com/artwork/0X6Y35)
\columnbreak
#### Banishing Shot
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 11th level in this class, a target also takes 2 *huntsman die* force damage when the attack hits.
#### Beguiling Shot
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra *huntsman die* psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
After you reach 11th level in this class, a target takes 2 *huntsman dice* psychic damage when the attack hits.
#### Bursting Shot
You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2 *huntsman dice* force damage each.
After you reach 11th level in this class, the damage increases to 4 *huntsman dice* force damage.
#### Enfeebling Shot
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 1 *huntsman die* necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
After you reach 11th level in this class, the damage increases to 2 *huntsman dice* necrotic damage.
#### Grasping Shot
When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 1 *huntsman die* poison damage, its speed is reduced by 10 feet, and it takes 1 *huntsman die* slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your spell save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 2 *huntsman die* when you reach 11th level in this class.
\pagebreak
#### Piercing Shot
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra *huntsman die* piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2 *huntsman dice* when you reach 11th level in this class.
#### Seeking Shot
Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover.
\columnbreak
If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra *huntsman die* force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2 *huntsman dice* when you reach 11th level in this class.
#### Shadow Shot
You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra *huntsman die* psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 2 *huntsman dice* when you reach 11th level in this class.
##### Male Archer
by [Donglu Yu](https://www.artstation.com/artwork/6EBZO)
\pagebreak
## Drakewarden
Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the awe-inspiring power wielded by dragons.
___
Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.
### Drakewarden Origin
| d6 | Loot |
|:---:|:-----:|
| 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 true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. |
| 4 | You drank 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. |
##### Call of the Dragon
by [Dominik Mayer](https://www.artstation.com/artwork/wZGzV)
\columnbreak
### Draconic Gift
At 3rd level, 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:
* If you can’t already, you learn to speak, read, and write Draconic.
* You learn the *thaumaturgy* cantrip, which is a ranger spell for you.
### Drake Companion
You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.
___
The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. 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, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
\pagebreak
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn 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. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
___
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
___
The drake remains for a number of hours equal to your proficiency bonus, 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.
___
> ## Drake Companion
>*Small dragon*
> ___
> - **Armor Class** 14 + PB
> - **Hit Points** 5 + five 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)|
>___
> - **Saving Throws** Dex +1 plus PB, Wis +2 plus P
> - **Damage Immunities** determined by the drake's Draconic Essence trait
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Draconic
> - **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, the damage of its bite and the damage of its Infused Strikes trait.
> ___
> #### Actions
> ***Bite.*** *Melee Weapon Attack:* +2 plus your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d6 + 3 piercing damage plus PB damage of a type determined by the drake's Draconic Essence.
>
> #### Reactions
> ***Infused Strikes.*** When another creature within 30 feet of the drake that it can see hits with a weapon attack, the drake infuses the strike with its essence, causing the attack to deal an extra *huntsman die* damage of the type determined by its Draconic Essence.
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##### We're Home!
by [Sam Leung](https://www.artstation.com/artwork/k4lkAx)
\pagebreak
### Bond of Fang and Scale
At 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:
* You gain resistance to the damage type chosen for the drake’s Draconic Essence.
* Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
* The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
### Drake's Breath
At 11th level, 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. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 8d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
### Perfected Bond
Starting at 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
* The drake grows to Large size.
* 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).
* 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.
## Existing Subclasses
I tried to keep the changes to existing subclasses as simple as possible, so the Ranger Rework could be implemented as easily as possible with existing official material. Any (part of) features that aren't mentioned, work as written.
### Fey Wanderer
#### 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 *huntsman die*.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
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##### Aragorn the Ranger
by [Adam J. Middleton](https://www.artstation.com/artwork/JNzRR)
### Gloom Stalker
#### 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 *huntsman die* worth of damage of the weapon’s damage type.
### Horizon Walker
#### Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. Until the start of your next turn, whenever you hit the creature with an attack, all damage dealt by that attack becomes force damage, and your first attack against it adds 1 *huntsman die* to the damage. When you reach 11th level in this class, the extra damage applies to two attacks.
You can use this feature a number of times equal to your proficiency bonus per long rest.
\pagebreak
##### Half-Elf Swarmkeeper Ranger
by [u/arthard](https://www.reddit.com/r/characterdrawing/comments/gvel8p/oc_halfelf_swarmkeeper_ranger_watercolor/)
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### Hunter
##### Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack and it’s below its hit point maximum, you can choose to deal an extra *huntsman die* of damage to the creature.
You can use this feature a number of times equal to your proficiency bonus per short or long rest.
##### Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. This attack doesn't break the combo of your *predator's strike*.
#### Hunter Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spells count as ranger spells for you, but they don’t count against the number of ranger spells you can prepare.
| Ranger Level | Spell |
|:---:|:-----------:|
| 3rd | *faerie fire* |
| 5th | *earthbind* |
| 9th | *slow* |
| 13th | *arcane eye* |
| 17th | *hold monster* |
### Monster Slayer
#### Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes extra damage equal to your Wisdom modifier.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
#### Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1 *huntsman die* to your roll.
### Swarm Keeper
#### Gathered Swarm
* The attack's target takes 1d4 piercing damage from the swarm.
#### Mighty Swarm
The additional damage now scales with the *huntsman die*.
\pagebreak
## Additional Spells
The Spell Hunter's Mark becomes the following:
#### Hunter's Sense for Weakness
*1st-level divination*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 90 ft.
- **Components:** V
- **Duration:** concentration, up to 1 minute
___
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you always deal 1 *huntsman die* of damage to the target whenever you first hit it with a weapon attack on your turn. This die does stack with up to 1 other *huntsman die*. If you get 2 *huntsman dice* from your *predator's strike*, this spell has no effect.
Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. Before the spell ends, you can use a bonus action to change the target of this spell. If the target drops to 0 hit points before this spell ends, you may do so as well.\
**At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
#### Reshape Ground
*1st-level transmutation*
___
- **Casting Time:** 1 Action
- **Range:** 90 ft, 10 ft. radius
- **Components:** V, S
- **Duration:** 1 minute
___
The ground in a 10-foot radius centered on a point within range twists and reforms itself. The area either becomes difficult or normal terrain for the duration.
___
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain.\
**At higher levels:** When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st.
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## Spelllist Changes
The following spells are added to the classes spelllist:
#### 1st Level
* Entangle
* Searing Smite
* Reshape Ground
#### 2nd Level
* Aid
* Enhance Ability
* Gust of Wind
* Magic Weapon
* Summon Beast
#### 3rd Level
* Elemental Weapon
* Blinding Smite
* Dispel Magic
* Meld into Stone
* Revivify
* Summon Fey
* Tongues
#### 4th Level
* Death Ward
* Dominate Beast
* Summon elemental
#### 5th Level
* Awaken
* Greater Restoration
##### Rangers
by [Imad Awan](https://www.artstation.com/artwork/B2qvl)
\pagebreak
## Changelog v4
* Huntsman Die scaling changed to monk progression, limited Predator's Strike maximum during in tier 1 and changed a condition to bring the class' base damage more in line with other classes
* added Fey Wanderer and Swarmkeeper to "Existing Subclasses" from Tasha's and reworked some features for existing subclasses (Horizon Walker & Hunter) to reign in the damage output of the class and bring some other features to the class
* updated fighting styles and added spells with additional stuff from Tasha's
* updated beastmaster companions to work similarly to how they do in Tasha's
* updated extended spell list with new spells from Tasha's
* added the Strider subclass; an attempt to create a "base ranger" alternative to the Hunter subclass
* added the Pactslave subclass; a ranger that was forced into a warlock pact by a higher being
* added the Green Knight subclass; heavy armor, protective abilities and abjuration spells
* added Arcane Archer subclass, because to me, it feels like it should be a ranger subclass
* added UA Drakewarden subclass
##### Ranger
by [Peter Ortiz](https://www.artstation.com/artwork/2k4Ey)
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## Multiclassing
**Ability Score Minimum.** As a multiclass character, you
must have at least a 13 in both Dexterity (or Strength) and
Wisdom to take a level in this class, or to take a level in
another class if you are already a Ranger.
___
**Proficiencies Gained.** If ranger isn't your initial class, you
gain proficiency in light armor, medium armor, shields,
simple weapons, martial weapons, and one skill from the
Ranger class's skill list.