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.
Ranger
Level | Proficiency Bonus |
Features | Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — |
2nd | +2 | Ambuscade, Fighting Style, Spellcasting | 3 | 2 | — | — | — | — |
3rd | +2 | Ranger Conclave, Primeval Awareness | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 5 | 4 | 2 | — | — | — |
6th | +3 | Favored Enemy II, Favored Terrain improvement | 5 | 4 | 2 | — | — | — |
7th | +3 | Ranger Conclave feature | 6 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 4 | 3 | — | — | — |
9th | +4 | — | 7 | 4 | 3 | 2 | — | — |
10th | +4 | Favored Enemy III | 7 | 4 | 3 | 3 | — | — |
11th | +4 | Ranger Conclave feature | 8 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | — | — |
13th | +5 | — | 9 | 4 | 3 | 3 | 1 | — |
14th | +5 | Favored Enemy IV, Favored Terrain improvement | 9 | 4 | 3 | 3 | 1 | — |
15th | +5 | Ranger Conclave feature | 10 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 11 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 11 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Perfect Hunter | 12 | 4 | 3 | 3 | 3 | 2 |
Creating a Ranger
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution and Wisdom. 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 after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: Choose one from cartographer's tools, herbalism kit, and navigator's tools
- Saving Throws: Strength, Dexterity
- Skills: Choose two from Acrobatics, 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, (b) leather armor, or (c) chain mail (if proficient)
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a tool you are proficient with or (b) 10 gp worth of charcoal, incense, and herbs
- A longbow and a quiver of 20 arrows
Favored Enemy
As a ranger, you are an expert in hunting specific kinds of people and creatures. Choose one of the following features to symbolize your training and the type of quarry you normally hunt. Any spells gained from this feature use your Wisdom as their spellcasting ability.
Mage Breaker
You hunt down practitioners of The Art for their transgressions. You gain proficiency with the Arcana skill and learn the true strike cantrip. When you cast this spell, you don't need to concentrate on it, and the attack it grants advantage ignores the effects of any spell that
Additionally, when you hit a creature with a weapon attack, you can cast true strike—targeting that creature—as part of the attack. You can do this a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Keeper of the Veil
You hunt down creatures from beyond the Material Plane. You gain proficiency with the Arcana skill, and learn the protection from evil and good spell. You can cast this spell once without using a spell slot, and regain the ability to do so whenever you finish a short or long rest.
Additionally, when a creature within 30 feet of you is targeted by an attack, you can use your reaction to increase the creature's AC by your proficiency bonus against that attack, potentially causing it to miss. You can do this a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Ranger Knight
You are in service to a royal court or noble family, and have fought against their enemies to broker agreements between them and the wilds. You gain proficiency with heavy armor and two of the following skills: Deception, History, Intimidation, Insight, and Persuasion. You can use your Wisdom modifier in place of the normal ability score associated with the chosen skills.
Bounty Hunter
You gain proficiency in the Investigation skill and learn thieves' cant: a secret method of communicating that allows you to hide messages in seemingly normal conversation and innocuous symbols and signs. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey a message in theives' cant than it would to convey it plainly.
Additionally, any creatures you have grappled or that you restrain with spells, items, or other features have disadvantage on checks or saving throws made to escape what binds them.
Natural Explorer
As a ranger, you've wandered the wilds and become acclimated to their bite. Choose one of the following features to represent the kind of terrain you explored the most. You can choose an additional feature from the list at 6th level, and again at 14th level. Your choices should reflect the lands you've visited as you've gained levels in this class.
When you make an Intelligence (Nature) or Wisdom (Survival) check related to your favored terrain, you are considered proficient in the check. If you are already proficient in the skill, your proficiency bonus is instead doubled for the check.
Arctic
You gain resistance to cold damage. If you already have cold resistance, you also regain additional hit points equal to your level at the end of each short rest where you spend at least one hit die.
Coast
You gain a swim speed equal to your speed and you can hold your breath for an additional 10 minutes. Your swim speed increases by 10 feet if you already have one.
Desert
You gain resistance to fire damage. If you already have fire resistance, you also gain advantage on checks and saving throws against visual illusions.
Forest
You learn the find familiar spell, and can cast it as a ritual. Wisdom is your spellcasting ability for this spell.
Grassland
Your walking speed increases by 5 feet, and you have advantage on Wisdom (Perception) checks that rely on hearing.
Mountain
You gain a climb speed equal to your speed. While not incapacitated, you ignore the first 30 feet of a fall when determining fall damage.
Swamp
You have resistance to poison damage and are immune to disease. If you already have poison resistance, you also gain advantage on saving throws against poison.
Underdark
You gain darkvision out to a range of 30 feet. If you already have darkvision or gain darkvision from a different source, its range instead increases by 30 feet.
Urban
Your jump distance is doubled, and you gain proficiency with thieves' tools.
Ambuscade
Starting at 2nd level, you never wastes an opening. If you aren't surprised, after you roll initiative but before any creature can act, you can immediately move up to your speed. At any point during this movement, you can take one of the following actions: the Disengage, Hide, or Search action.
If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.
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, but in a more focused way. See chapter 10 for the general rules of spellcasting.
Spell Slots
The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your Proficiency bonus +
your Wisdom modifier
Spell Attack modifier = your Proficiency bonus +
your Wisdom modifier
Ritual Casting
You can cast a ranger spell you know as a ritual if that spell has the ritual tag.
Fighting Styles
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.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Whirling Blades
When you engage in two-weapon fighting, you make the additional attack as part of the Attack action, instead of as a bonus action, and add your ability modifier to the damage of this attack. You can't make a weapon attack as part of a bonus action on the same turn you engage in two-weapon fighting.
Class Feature Variants: Fighting Style
You can choose from these additional fighting styles at 2nd level:
Blind Fighting. You gain blindsight out to 10 feet.
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 of these cantrips with another cantrip from the druid spell list.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Ranger Conclave
At 3rd level, you choose a conclave with a philosophy you agree with: the Monster Slayer Conclave or the Beast Master conclave, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Primeval Awareness
Starting at 3rd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
Primal Awareness Spells
Ranger Level | Spell |
---|---|
3rd | detect magic, speak with animals |
5th | beast sense, locate animals or plants |
9th | speak with plants |
13th | locate creature |
17th | commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Favored Enemy II
At 6th level, you develop further as a hunter, and develop new tactics to hunt your favored foes. Choose one of the following features listed below. Your choice should reflect the kind of creatures you have faced in your adventure thus far, or the kind of creatures you wish to hunt.
Horde Breaker
You hunt groups as effectively as you hunt single quarries. 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.
Colossus Killer
Your quarry is a great beast or is otherwise singularly formidable. When you hit a creature with a weapon attack, the creature takes an extra 1d6 damage if it's below its hit point maximum. This damage increases to 1d8 if the target is Large or larger. You can deal this extra damage only once per turn.
Night Stalker
You have learned to take advantage of your prey's inherent wariness or paranoia. You can Hide as a bonus action, and can hide even when only lightly obscured. When you hit a creature you are hidden from with a weapon attack, you deal an additional 1d6 damage.
Trickster's Bane
You specialize in fighting creatures who use magic or tricks to succeed. When a creature forces you to make a saving throw, you can use your reaction to make a weapon attack against them. You make this attack before you make the saving throw.
Land's Stride
At 8th level, moving through difficult terrain costs you no extra movement and you ignore damage caused by moving through difficult terrain. You can also pass through plants, rocks, and similar obstacles without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Additionally, you cannot become lost, except by magical means and you have advantage on saving throws against
Favored Enemy III
At 10th level, you've learned techniques to halt and hinder the advance of your favored foes. Choose one of the following features listed below. Your choice should reflect the kind of creatures you have faced in your adventure thus far, or the kind of creatures you wish to hunt.
Multiattack Defense
Your foe focuses on laying into you with a bevy of blows. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Line Breaker
Your enemies fight in large groups. The first time a given creature deals damage to you on a turn, you can reduce that damage by your proficiency bonus.
Steel Will
Your foe attempts to break your mind, or bend yourwill. 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).
Evasion
Your foe attempts to blast you out existence. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Natural Apparition
Starting at 12th level, you are never found unless you want to be. You can no longer be surprised. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Favored Enemy IV
By 14th level, you are no longer a mere hunter, but an apex predator specifically adapted to your chosen quarry. Choose one of the following features listed below. Your choice should reflect the kind of creatures you have faced in your adventure thus far, or the kind of creatures you wish to hunt.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
If you are engaging in two weapon fighting, you can an additional attack as if this action were the Attack action.
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Tyrant-Felling Strike
You can use your action to make a single attack against a creature with a weapon you are wielding. On a hit, the attack deals an additional 3d8 damage, and the creature must succeed on a Dexterity saving throw against your ranger spell save DC or fall prone.
If you are engaging in two weapon fighting, this attack deals additional damage equal to the damage die of the other weapon.
Insightful Shot
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Whenever you hit a creature with an attack, you have advantage on all saving throws it imposes on you until the end of your next turn.
Feral Senses
At 18th level, you gain preternatural ability to read and sense your enemies. As long as you can smell or hear, creatures you can't see or that are hidden from you do not gain advantage on attacks against you, and you automatically succeed on Wisdom (Survival) checks made to track a creature you've damaged within the past hour.
Apex Hunter
At 20th level, you are the ultimate hunter. When you damage a creature, if it's reduced to 25 hit points or less, you can choose to instantly kill it or reduce it to 0 hit points.
Conclaves
Across the wilds, rangers come together to form conclaves—loose associations whose members share a similar outlook on how to best preserve the balance of the natural world from those who would despoil it.
Hunter Conclave
As a ranger of the hunter conclave, you strive to embody preparedness and instinct. You look to hunt the creatures that house ill intent towards the civilizations and goodly folk of the realm. You use the tools and tactics of civilization and employ them against your enemies
Hunter Spells
Ranger Level | Spells |
---|---|
3rd | entangle |
5th | cordon of arrows |
9th | glyph of warding |
13th | hallucinatory terrain |
17th | hold monster |
Hunter's Arsenal
Starting at 3rd level, you always have a tool for the job. You can use the action granted by the Ambuscade feature to take the Use an Object action.
Additionally, you can produce crude approximations of tactical equipment by foraging. By spending 1 hour with a blade or an appropriate set of tools over the course of a long or short rest, you create a number of items from the following list equal to your proficiency bonus: caltrops, ball bearings, hunting traps, a poison equivalent to serpent's venom, and antitoxin. Your DM can add more items to this list at their discretion. You decide how many of each type of item you want to make.
As these items require constant upkeep, the amount of items you can have at once can't exceed your proficiency bonus. Any items created in excess of this requires you to forsake one of your previous items, causing it to become nonfunctional.
If you set a trap or use an item that forces a saving throw, you can use your spell save DC in place of the item's or trap's. If a trap you set or item you use deals damage, that damage increases by your ranger level.
Experienced Hunter
Also at 3rd level, you are an expert at hunting and interacting with certain creatures. Choose a type of creature: 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).
You have advantage on Wisdom checks to track such creatures or discern their motives, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken or understood by them, if they speak one at all.
You can pick an additional creature type at 7th level, and again at 11th and 15th level.
Ranger's Intuition
At 7th level, your instincts guide you past most obstacles. You have advantage on initiative checks, and on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Speedy Setup
Starting at 11th level, when you use an action to take the Use an Object action, you can use two items instead of one. You can move inbetween each of these uses.
When you use your action to use a magic item, you can Use an Object as part of the same action.
Worldly Hunter
At 15th level, you can choose an additional option from the Favored Enemy III or Favored Enemy IV features to benefit from.
Monster Slayer Conclave
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
You gain conclave spells at the ranger levels listed.
Monster Slayer Spells
Ranger Level | Spells |
---|---|
3rd | detect evil and good |
5th | zone of truth |
9th | magic circle |
13th | banishment |
17th | hold monster |
Slayer's Prey
When you choose this conclave at 3rd level, you devote yourself to the tracking and hunting of evil creatures. You learn the hunter's mark spell if you do not already know it. If a target of your hunter's mark drops to 0 hit points, you gain temporary hit points equal to half your ranger level + your Wisdom modifier.
Additionally, you can use the action granted by the Ambsucade feature to cast hunter's mark without spending a spell slot.
Supernatural Resilience
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your hunter's mark 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.
Unwavering Hunter (???)
At 11th level, the additional damage of your hunter's mark spell increases to 1d8. Additionally, your concentration on hunter's mark can't be broken as a result of taking damage, and you can ignore any effect that would make a creature immune to its effects.
Slayer's Counter
At 15th level, you gain the ability to thwart 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 Charisma saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest, or until you expend a spell slot of 3rd level or higher to use it again.
Beast Master Conclave
Rangers of a Beast Master conclave embody a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Being part of a Beast Master conclave means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Beast Master Magic
You gain conclave spells at the ranger levels listed.
Beast Master Spells
Ranger Level | Spells |
---|---|
3rd | beast bond |
5th | warding bond |
9th | catnap |
13th | dominate beast |
17th | awaken |
Ranger's Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that has a challenge rating of 1/4 or lower to become your companion. It is friendly to you and your companions, and it obeys your commands.
Combat. In combat, your companion 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 one of the actions in its stat block or the Dash, Disengage, or Help action. Additionally, your companion benefits from your Ambuscade feature. The beast loses the Multiattack action, if it has it.
Statistics. Your animal companion gains proficiency in two skills and two saving throws of your choice. While not wearing barding, your animal companion also adds your proficiency bonus to its AC.
Your companion's maximum hit points are equal to 15, unless they are higher. When your animal companion finishes a short rest, it regains all of its hit points instead of rolling hit die.
If the companion is reduced to 0 hit points, it makes death saving throws as normal. If it has died within the last hour, you can use your action and expend a spell slot of 1st level or higher to revive it, provided you are within 5 feet of it.
Advancement. Every time you gain a level, your animal companion's hit points increase by 4 plus its Constitution modifier. Additionally, Whenever you gain the Ability Score Improvement class feature, so does your animal companion.
For each time your proficiency bonus has increased as a result of gaining levels, your beast gets a +1 bonus to its attack rolls, as well as ability checks and saving throws it is proficient in.
Animal Empathy
Also at 3rd level, you gain an affinity for communicating with wildlife. You gain proficiency in the Animal Handling skill, and your proficiency bonus is doubled for any ability check you make with it.
Additionally, beasts can understand the meaning of your words, though you have no special ability to understand them in return.
Supernatural Training
At 7th level, your animal companion has trained with you enough to learn how you hunt. Your animal companion can use your chosen Favored Enemy II feature. Once one of you have used the Favored Enemy II feature, neither of you can use it again until the start of your next turn.
Additionally, your animal companion's weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Storm
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Gloom Stalker Conclave
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
You gain conclave spells at the ranger levels listed.
Gloom Stalker Spells
Ranger Level | Spells |
---|---|
3rd | disguise self |
5th | rope trick |
9th | fear |
13th | greater invisibility |
17th | seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. When using your Ambuscade feature, your walking speed increases by 10 feet and you can use your action to make a single weapon attack.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Magic
You gain conclave spells at the ranger levels listed.
Horizon Walker Spells
Ranger Level | Spells |
---|---|
3rd | detect evil and good |
5th | misty step |
9th | haste |
13th | banishment |
17th | teleportation circle |
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your movement and attacks. You can use the action granted by Ambuscade to teleport 30 feet to an unoccupied space you can see.
Additionally, you can will your strikes to create small cosmic rifts. Once on each of your turns, when you hit a creature with a weapon attack, you can convert all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Credits
Marcy's Grasping Vine, and spells
Ranger Spell List
1st Level
Absorb Elements
Alarm
Animal Friendship
Beast Bond
Beast Totem ⚔
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Fog Cloud
Goodberry
Hail of Thorns ⚔
Hunter's Mark
Jump
Longstrider
Snare
Speak with Animals
Zephyr Strike ⚔
2nd Level
Animal Messenger
Barkskin
Beast Sense
Cordon of Arrows ⚔
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without Trace
Primeval Awareness ⚔
Protection from Poison
Silence
Spike Growth
3rd Level
Conjure Animals
Conjure Barrage ⚔
Daylight
Imbue Element ⚔
Hurricane Slash ⚔
Lightning Arrow ⚔
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Grasping Vine ⚔
Guardian of Nature
Locate Creature
Stoneskin
5th Level
Commune with Nature
Conjure Volley
Steel Wind Strike
Swift Quiver
Tree Stride
Wrath of Nature
Spells marked with
New and Altered Spells
Below and on the subsequent pages are the newly introduced and altered spells from the ranger spell list marked above. If a spell appears on multiple spell lists, it is up to the DM to decide whether or not that other class gets this version of the spell or retains the official, although it is recommended to use this version, as most of the changes were done in the name of making the spells generally more satisfying to use.
Beast Totem
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a figurine in the shape of the beast the spell targets worth at least 25gp)
- Duration: Instantaneous
You hold out the figurine and target a willing beast of CR 1/2 or lower within range, binding the beast to the figurine. While the beast is bound and you possess the figurine, you can use your bonus action to dismiss the beast into the figurine (so long as you are on the same plane of existence), or to call it forth to an unoccupied space within 10 feet of you. You can't make a bond with a beast that is charmed or incapacitated.
While inside the figurine time passes normally for the beast, however it does not age, require food or water, and it is immune to any damage, conditions, or harmful effects. The beast cannot be dismissed while it is paralyzed, restrained, frightened, or charmed.
Should the beast ever be slain, you can use this figurine in place of the creature's body for the purpose of resurrection. The beast's bond to the figurine ends if either you or the beast spend 10 minutes focusing on your bond to do so, or if the figurine is broken. The beast can choose to break the bond even while inside of the figurine. If the bond is ended while the beast is inside of figurine, the beast immediately appears in the nearest unoccupied space to the figurine.
You can have a number of beast totems equal to your spellcasting ability modifier (minimum of 1). If you cast this spell on a beast while you have your maximum amount of bound figurines, you must choose to end one of the bonds or the spell fails.
Blight Toxin
2nd-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a vial of poison that deals poison damage, which the spell consumes)
- Duration: Instantaneous
- Classes: Ranger
You touch the vial of poison and incant in bestial growls, turning the poison into a blighted poison. The poison now deals necrotic damage instead of poison damage, and creatures that take damage from the poison can't regain hit points until the end of your next turn.
Conjure Barrage
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (60ft cone)
- Components: V, S, M (ammunition or a thrown weapon, which is not consumed)
- Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Choose any number of creatures in a 60 foot cone, and divide 20 projectiles among them (a creature can be targeted by up to 5 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 damage for each projectile launched at it, or half as much on a succesful save. The damage type is the same as that of the weapon or ammunition used as a component.
Cordon of Arrows
2nd-level trasmutation
- Casting Time: 1 action
- Range: Self
- Components: V, M (arrows or bolts)
- Duration: Instantaneous
You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 2d6 + your spell casting modifier piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by four for each slot level above 2nd.
Grasping Vine
4th level conjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, 1 minute
You conjure a vine that erupts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature large or smaller within 60 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be grappled, take 3d8 bludgeoning damage and be pulled 30 feet directly toward the vine. While the vine is grappling a creature, you can use a bonus action to deal 3d8 bludgeoning damage to it. At the end of each of its turn the creature can repeat the saving throw, escaping the grapple on a success.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Hurricane Slash
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a weapon)
- Duration: Instantaneous
A tempest whirls about you as the frenzied wind takes the shape of blades that bend to your will. You can use a melee weapon you are wielding to make a melee attack against every creature within 15 feet of you. On a hit, the attack deals damage as normal plus an additional 3d6 slashing damage. On a miss, the target instead only takes 3d6 slashing damage.
Imbue Element
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a weapon or piece of ammunition)
- Duration: Concentration, up to 1 minute
You imbue a creature you touch with elemental energy. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the creature's weapon attacks are considered magical and deal an additional 1d6 of the chosen damage type. Additionally, any creature that hits the imbued creature with a melee attack takes 1d6 of the chosen type.
Lightning Arrow
3rd-level transmutation
- Casting Time: 1 action
- Range: 1000 feet
- Components: V, S, M (a thrown weapon or piece of ammunition)
- Duration: Instantaneous
When you cast this spell, you throw a weapon or fire a piece of ammunition at a target you can see within range, which transforms into a ravenous lightning bolt as it leaves your hands. Make a ranged weapon attack with that weapon against the target. On a hit, the target takes 6d8 lightning damage and their speed is reduced to 0 until the start of your next turn. On a miss, the target takes half as much damage and does not have its speed reduced. A target that has lightning resistance or immunity does not have their speed reduced.
Hit or miss, each creature within 10 feet of the target (excluding the target) must make a Dexterity save. Each creature takes 2d8 thunder damage on a failed save, or half damage on a success. The weapon or ammunition then returns to its normal form.
At Higher Levels: The initial shot's damage increases by 1d8 for each slot level above 3rd, to a maximum of 8d8.