Ranger, the Bamstacks Variant v1.5

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Ranger, the Bamstacks Variant

The 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.

The Ranger
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Canny, Favored Foe, Survivalist Knacks
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Ranger Archetype, Primeval Awareness 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Favored Foe improvement, Roving 4 2
7th +3 Ranger Archetype Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 - 4 3 2
10th +4 Tireless, Favored Foe improvement 4 3 2
11th +4 Ranger Archetype Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 - 4 3 3 1
14th +5 Iron Mind, Favored Foe improvement, Tireless improvement 4 3 3 1
15th +5 Ranger Archetype Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 - 4 3 3 3 1
18th +6 Favored Foe improvement, Feral Senses, Tireless improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Apex Ranger 4 3 3 3 2

Creating a Ranger

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

Class Features

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: Herbalism Kit
  • Saving Throws: Strength, Dexterity
  • Skills: Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two simple melee weapons or (b) One martial weapon and a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a longbow and a quiver of 20 arrows or (b) a light crossbow and 20 bolts

Alternatively, you can roll 4d4 x 10 gp and buy your starting equipment.

Ranger Multiclassing

Ranger follow all the normal rules for multiclassing. The following tables function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity and Intelligence score of 13 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, here are the proficiencies you gain when you take your first level as a ranger: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list

Spell Slots. Add half your levels in the Ranger class, rounded down, to the appropriate levels from other classes to determine your available spell slots.

Ranger Proficiency Bonus. When multiclassed, any ranger class feature that refers to your ranger proficiency bonus refers to what your proficiency bonus would be if only taking your ranger levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Ranger Class Table in the Proficiency Bonus column for your ranger level for what your ranger proficiency bonus is.

Canny

1st-level Ranger feature

Your skillset is uniquely adapted to the environments through which you've traveled. Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.

Favored Foe

1st-level Ranger feature

Your bond with nature and your hunting instincts allow you to place a mystical mark on a creature. You know the hunter’s mark spell, it is always prepared for you and doesn’t count against your number of prepared spells, Wisdom is your spellcasting ability for it, and you can cast it without expending a spell slot a number of times equal to your ranger proficiency bonus without expending a spell slot, and you regain all expended uses when you finish a long rest. The level at which you cast the spell when you cast it through this feature is equal to your ranger proficiency bonus minus one, and whenever you cast the spell it can’t be counterspelled or dispelled.

When you reach 6th level in this class, hunter’s mark no longer requires concentration whenever you cast it.

When you reach 14th level in this class, whenever you cast hunter’s mark it is always cast 2 levels higher than normal, whether you cast it through this feature or with spell slots.

Weapon Mastery

1st-level Ranger feature

Your training with weapons allows you to use the Mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Shortswords and Longbows.

Whenever you finish a Long Rest, you can change one of your weapons for which you can use the Mastery property.

Fighting Style

2nd-level Ranger feature

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.

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.

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, as well as a +2 bonus to Dexterity saving throws.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of any offhand attacks.

Spellcasting

2nd-level Ranger feature

You have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules of spellcasting and the ranger spell list.

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 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.

Preparing and Casting Spells

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your ranger spells, since your magic draws on your knowledge of the wood and the creatures that you so often hunt. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Set Trap

2nd-level Ranger feature

You learn how to make traps, as detailed in the Ranger Traps table below. Details about these traps can be found in the Ranger Traps section of this document.

Physical Traps

Creating a physical trap takes 10 minutes (which can be done during a Short or Long Rest) and uses trap-making materials (valued in gp) specified in the trap’s description. After a physical trap activates, its materials are consumed and the trap can’t be used again. However, over the course of 10 minutes, you can salvage half the trap-making materials used in the physical trap’s construction if it hasn’t activated yet. 1 gp worth of trap-making materials weighs 1 lb.

Magical Traps

Immediately after you finish a Long Rest, you can create magical traps—up to a number equal to your Ranger Proficiency Bonus—choosing from the options in the Ranger Traps section in this document. Some of these traps require you to expend spell slots in their creation. When you finish a Long Rest, all undeployed magical traps lose their effects.

While a physical trap’s description specifies how it is activated, you have flexibility in activating your magical traps. When you deploy a magical trap, you can choose a size of creature and a distance of up to 30 feet. When a creature of that size or larger comes within the specified distance of an armed trap, the trap activates. As another option, you can intentionally activate an armed magical trap within 150 feet of you using a Bonus Action or a Reaction (with no specific trigger).

Ranger Level Traps
2nd Bear Trap, Tanglevine, Snare Trap, Solestriker
5th Immolation, Miasma, Pit Trap
9th Bewilderment, Net Trap, Thunder Charge
13th Catapult Trap, Infection, Snapfrost
17th Banisher, Gravity Well

Deploying a Trap

As an Action or as a replacement for an Attack, you can throw a trap you have created to an unoccupied space you can see on the ground within 30 feet of you, where it arms itself at the start of your next turn. A trap deployed in this way is plainly visible to all creatures.

Over the course of 1 minute, you can conceal a trap. A concealed trap can be noticed by a creature that uses the Search Action to make a Wisdom (Perception) check against your ranger save DC and succeeds.

Disarming a Trap

Attempting to move an armed trap causes it to activate, unleashing its effects. A creature within reach of a trap can use a Utilize Action to make a Dexterity (thieves’ tools) check (for physical traps) or a spellcasting ability (Arcana) check (for magical traps) against your ranger save DC. On a success, the trap is disarmed. On a failure, the trap activates and the creature has Disadvantage on any saving throw it makes to resist the trap’s effects. As a Magic Action, you can remotely disarm one of your traps that is within 150 feet of you.

Trap Effects

Spell effects created by a trap don’t require Concentration. When a trap calls for a saving throw, the DC equals your ranger spell save DC. You can have multiple traps deployed, but any attempt to deploy a magical trap whose center is within 40 feet of the center of another magical trap fails. Creatures with Truesight or that are under the influence of the Detect Magic spell can notice a magical trap’s presence, even if it has been concealed.

Ranger Conclave

3rd-level Ranger feature

You choose a ranger conclave whose ideals you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Conclave Spells

Each conclave has a list of spells — its conclave spells — that you gain at the ranger levels noted in the conclave description. Once you gain a conclave spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

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

Primeval Awareness

3rd-level Ranger feature

You can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, beasts, dragons, elementals, fey, giants, monstrosities, oozes or plants. This feature also reveals specifics about the creatures detected including quantity, direction, distance and size. If the creatures are within 60 feet of you, you become aware of their exact locations and can see them as if they were visible to you.

You can also 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.

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

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

Ability Score Improvement

4th-level Ranger feature

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, you can increase two ability scores of your choice by 1, or you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

5th-level Ranger feature

You can attack twice, instead of once, whenever you take the Attack Action on your turn.

Roving

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.

Tireless

10th-level Ranger feature

As an Action, you can give yourself a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your Ranger Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The temporary hit points increase by 1d8 at 14th level (2d8+Int mod), and again at 18th level (3d8+Int mod).

In addition, whenever you finish a Short Rest, your Exhaustion level, if any, is decreased by 1.

Leave No Trace

10th-level Ranger feature

You’ve learnt to use magic to hide traps, allowing them to be concealed in the heat of battle. When you deploy a trap, you can expend a spell slot of 1st level or higher to disguise the trap with illusion magic, causing it to become Invisible the moment it leaves your hands. Creatures don’t see where the trap lands and, if it’s a physical trap, have Disadvantage on saving throws made to avoid the trap’s effects.

In addition, you learn the Invisibility spell, which counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know. You can cast it once without using a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

Booby Trap

14th-level Ranger feature

You trap your own body against unexpected demise. When you finish a Long Rest, you can choose one of the following magical effects with which to augment your body until you finish a Long Rest. After triggering an effect that activates when you are reduced to 0 hit points, that effect can’t trigger again until you finish a Long Rest.

Defibrillate. Once per turn, when a creature hits you with a melee attack, you can trigger an electrical discharge (no action required). The creature is unable to take Reactions until the start of its next turn unless it is immune to Lightning damage, and you can immediately move up to 10 feet without provoking opportunity attacks. After you move using this feature, you can’t do so again until the start of your next turn.

When you are reduced to 0 hit points and not killed outright, you can instead drop to 1 hit point and immediately take an extra turn, interrupting the current turn. If you don’t regain any hit points before the end of your next turn, you drop to 0 hit points, fall Unconscious, and begin making death saving throws as normal.

Dissolve. Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a spurt of acid to coat its weapon or limb (no action required). If the melee attack was a spell attack or made with a natural weapon, the creature takes 1d6 Acid damage. If the result of the attack roll meets your AC and is made with a ferrous, non-magical, non-natural weapon, the acid causes the metal to weaken and the weapon is destroyed.

When you are reduced to 0 hit points, all your concealed acid charges gush outward. Each creature within 10 feet of you must make a Dexterity saving throw against your ranger spell save DC. On a failed save, a creature takes 10d4 Acid damage and an additional 5d4 Acid damage at the start of each of its turns for the next minute until it uses an Action to wipe itself clean. In addition, on a failure, if the creature rolled a 1 on the d20 for its saving throw and is wearing nonmagical, ferrous armor, the armor seizes. While wearing the armor, the creature’s speed is halved, its AC is reduced by 2, and it has Disadvantage on Dexterity saving throws.

Entomb. Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can trigger a burst of cold that ripples along the attacker’s limb (no action required). The creature takes 1d4 Cold damage and its speed is reduced by 15 feet until the end of its next turn unless it is immune to Cold damage.

When you are reduced to 0 hit points, you become entombed in a block of clear ice that has AC 15, 100 hit points, immunity to Cold damage, and vulnerability to Fire damage. This icy block lasts for 1 minute or until it is destroyed. While the ice persists, you have total cover against all effects and you don’t make death saving throws. If you regain 1 or more hit points, the icy block melts at the start of your next turn.

Self-Destruct. Once per turn, when a creature within 5 feet of you hits you with a melee attack, you can cause a small, shaped charge to detonate (no action required). You and the creature take 1d8 Fire damage.

When you are reduced to 0 hit points, you erupt in an immense ball of fire and immediately fail two death saving throws. Each creature within 20 feet of you must make a Dexterity saving throw against your ranger spell save DC. A creature takes 14d6 Fire damage on a failed saving throw, or half as much damage on a successful one.

Feral Senses

18th-level Ranger feature

Your senses have reached a preternatural level. You gain Blindsight to a range of 30 feet, and your attack rolls against creatures within 30 feet of you cannot be made with disadvantage. You also cannot be surprised.

Apex Ranger

20th-level Ranger feature

You become an unparalleled hunter of your enemies, acting supernaturally quickly during combat against your favored foe. Once per round, after a creature marked as your favored foe has taken its turn, you can take a special action. You can use this special action to move up to half your movement speed and take either the Attack (one Weapon Attack only, and only against a target of your Hunter's Mark spell), Dash, Disengage, Hide, or Utilize Action.

Ranger Conclaves

Beast Master Conclave

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.

Beast Master Spells

Ranger Level Spells
3rd longstrider
5th summon beast
9th haste
13th giant insect
17th skill empowerment

Ranger's Companion

3rd-level Beast Master feature

You gain a beast companion that accompanies you on your adventures, is trained to fight alongside you, and draws strength from your bond with nature.

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

Like any creature, it can spend Hit Dice during a short rest to regain hit points. In addition the ranger can tend to the creature during a long or short rest, in which case the ranger may spend their own hit dice on behalf of the creature. These hit dice are rolled using the rangers die type (d10) plus the Constitution modifier of the creature.

If you attempt to control the actions of the beast, it obeys your commands as best as it can. It takes its turn on your initiative.

On your turn, you can verbally command the beast where to move and you can verbally command it to take the Dash, Disengage, or Dodge action (no action required by you).

If you use your action, you can command it to take the attack action, in which case it will continue to attack the same target without an action by you until that target dies or falls unconscious.

If you don't issue a command, the DM determines the action of the beast, if any. Once you have the Extra Attack feature, and you take the Attack Action, you may give up one attack to command the creature to take the Attack Action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

You can obtain a companion by spending 1 hour magically bonding with a beast that is not hostile to you and that meets the requirements. If you already have a beast companion, the bond is lost with that creature when the new bond is formed.


Beast of the Land

Medium beast


  • 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 40 ft., climb 40ft.

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
  • 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 ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

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

Actions

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


Beast of the Sea

Medium beast


  • 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 60ft.

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
  • Proficiency Bonus (PB): Equals your bonus

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 Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), 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.

Exceptional Training

7th-level Beast Master feature

You can verbally command the creature to take the Help or Hide Action (no action required by you).

Whenever your companion is subjected to an effect, such as a green dragon’s poison breath or a lightning bolt spell, that allows you to make a saving throw to take only half damage, your companion instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

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


Beast of the Sky

Small Beast


  • 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 60ft.

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
  • Proficiency Bonus (PB): Equals your bonus

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

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

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Bestial Fury

11th-level Beast Master feature

When you your beast companion takes the Attack action, the beast can make an additional attack.

Share Spells

15th-level Beast Master feature

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.

Drakewarden Conclave

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.

d6 Origin
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.

Drakewarden Spells

Ranger Level Spells
3rd ironbinds
5th dragon's breath
9th ashardalon's stride
13th fire shield
17th summon draconic spirit

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:

  • 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

3rd-level Drake Warden feature

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.

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, which can be the same bonus action you use to mark a creature as your Favored Foe, 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 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 long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bond of Fang and Scale

7th-level Drake Warden feature

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 Companion

Small Dragon


  • Armor Class 14 + PB (natural armor)
  • 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 PB
  • Damage Immunities determined by the drake’s Draconic Essence trait
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Draconic
  • 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.
  • Proficiency Bonus (PB). Equals your bonus.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 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 1d6 damage of the type determined by its Draconic Essence.

Drake's Breath

11th-level Drake Warden 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. 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 long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond

15th-level Drake Warden 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:

  • 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.

Fey Wanderer Conclave

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes

3rd-level Fey Wanderer feature

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d8 when you reach 11th level in this class, and again to 2d6 when you reach 17th level.

Fey Wanderer Spells

Ranger Level Spells
3rd charm
5th misty step
9th dispel magic
13th dimension door
17th mislead

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

Feywild Gifts Table

d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

3rd-level Fey Wanderer feature

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

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

Beguiling Twist

7th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Fey Wanderer feature

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Gloom Stalker 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 Spells

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

Dread Ambusher

3rd-level Gloom Stalker feature

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.

Umbral Sight

3rd-level Gloom Stalker feature

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Mind of the Dark

7th-level Gloom Stalker feature

Your mind gains comfort and resolution in the darkness where you strike. If you make an Intelligence, Wisdom, or Charisma saving throw while you are in darkness, you make the saving throw with advantage.

Stalker's Flurry

11th-level Gloom Stalker feature

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

15th-level Gloom Stalker feature

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 Conclave

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 Spells

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

Detect Rift

3rd-level Horizon Walker feature

You gain the ability to magically sense the presence of a planar rift. As an action, you detect the distance and direction to the closest opening between planes within 1 mile of you.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior

3rd-level Horizon Walker feature

You learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, or as part of the same bonus action you use to mark your favored foe, you may choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. As you increase in levels in this class, the extra damage increases by 1d8 at 11th level (2d8), and again at 17th level (3d8).

Ethereal Step

7th-level Horizon Walker feature

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

11th-level Horizon Walker feature

You gain the ability to pass between the planes in a blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

15th-level Horizon Walker feature

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.

Hunter Conclave

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Spells

Ranger Level Spells
3rd ironbinds
5th stand and deliver
9th haste
13th staggering smite
17th swift quiver

Hunter's Prey

3rd-level Hunter feature

You gain one of the following features of your choice, and you can switch it when you finish a long rest.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d10 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you deal an additional 1d8 damage with weapon attacks against that creature on your next turn.

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.

Defensive Tactics

7th-level Hunter feature

You gain one of the following features of your choice, and you can switch it when you finish a long rest.

Escape the Horde. Your movement does not provoke attacks of opportunity.

Multiattack Defense. Whenever you are attacked, whether the attack hits or misses, all subsequent attacks against you until the beginning of your next turn are made with disadvantage.

Steel Will. You are immune to the frightened condition.

Multi Attack

11th-level Hunter feature

You gain one of the following features of your choice, and you can switch it when you finish a long rest.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. When attacking with a melee weapon, you may make an additional weapon attack when you use the Attack Action as long as each attack is against a different enemy. If you have the Two Weapon Fighting style, you may also make an additional attack with your other weapon as part of your bonus action as long as all attacks from either weapon are against different enemies.

Superior Hunter’s Defense

15th-level Hunter feature

You gain one of the following features of your choice, and you can switch it when you finish a long rest.

Spell Evasion. You have advantage on saving throws vs spells, if it’s a spell that allows you to make a 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. When you are adjacent to more than one enemy, you have resistance to the damage of those enemies.

Superior Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to make the enemy reroll the attack with disadvantage.

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 Spells

Ranger Level Spells
3rd protection from evil and good
5th hold
9th magic circle
13th elemental bane
17th hungering hate

Hunter's Sense

3rd-level Monster Slayer feature

You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey

3rd-level Monster Slayer feature

You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, or as part of the same bonus action you use to mark a creature as your favored foe, you designate one creature you can see within 60 feet of you as the target of this feature. Your weapon attacks against that creature have their critical range increased by 1. This critical range increase improves to 2 at 11th level.

Once you designate a creature in this way, you can't do so again until you finish a short or long rest.

Supernatural Defense

7th-level Monster Slayer feature

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 1d6 to your roll.

Magic-User's Nemesis

11th-level Monster Slayer feature

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.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot to use it again.

Slayer's Counter

15th-level Monster Slayer feature

You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper Conclave

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Gathered Swarm

3rd-level Swarmkeeper feature

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, which might take the form of swarming insects, twig blights, fluttering birds, or pixies, for example.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

You also learn the mage hand cantrip if you don't already know it. It is a ranger spell for you. When you cast it, the hand takes the form of your swarming nature spirits.

Swarmkeeper Spells

Ranger Level Spells
3rd faerie fire, mage hand
5th web
9th gaseous form
13th arcane eye
17th insect plague

Writhing Tide

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 20 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 ranger proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm

11th-level Swarmkeeper feature

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 the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal

15th-level Swarmkeeper feature

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your ranger proficiency bonus, and you regain all expended uses when you finish a long rest.

Ranger Traps

The Set Trap feature lets you use a variety of physical and magical traps. Each trap requires you to be a certain ranger level before you can create it. The traps are presented here by level.

Physical traps require trap-making materials (which can be purchased from most general goods stores), while magical traps require the expenditure of spell slots. When a trap calls for a saving throw, the DC equals your ranger spell save DC.

Bear Trap

2nd-level ranger; physical; 4 gp of trap-making materials

You trap a 5-foot square with a mechanical, toothy-jawed trap. When a Large or smaller creature enters the trapped area, the trap activates and the creature must succeed on a Dexterity saving throw or take 2d8 Piercing damage, and its speed becomes 0 feet unless it’s immune to being Grappled. A creature can use its Action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success.

Tanglevine

2nd-level ranger; magical; 1st-level spell slot

When activated, twisted, knotting roots burst through the ground, creating an effect identical to the Entangle spell within a 20-foot-radius circle centered on the trap for the next minute.

Snare Trap

2nd-level ranger; physical; 2 gp of trap-making materials

The bear trap’s non-lethal cousin, the snare trap, tangles a creature’s feet, causing it to fall. You trap a 5-foot square with ropes and vines. When a Large or smaller creature moves into the trapped area, the trap activates and the creature must succeed on a Strength saving throw or be knocked prone, and its speed becomes 0 feet unless it’s immune to being grappled. A creature can use its action to make a Strength (Athletics) check against your ranger save DC, freeing the trapped creature on a success.

Solestriker

2nd-level ranger; magical; 1st-level spell slot

When activated, hard spikes and thorns sprout in a 20-foot-radius circle centered on the trap, creating an effect identical to the Spike Growth spell for the next minute.

Immolation

5th-level ranger; magical; 2nd-level spell slot

When activated, a 20-foot-radius sphere of flame erupts, centered on the trap. Each creature in the area when the trap detonates must make a Dexterity saving throw, taking 6d6 Fire damage on a failure, or half as much damage on a success.

Miasma

5th-level ranger; magical; 2nd-level spell slot

When activated, a 20-foot-radius sphere centered on the trap fills with gas for the next minute or until strong wind disperses it. The gas spreads around corners, lightly obscures the area, and penetrates through creatures’ skin, affecting them even if they hold their breath or don’t need to breathe. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 3d6 Poison damage and becomes Poisoned until the start of its next turn. On a success, a creature takes half as much damage and isn’t Poisoned. While Poisoned in this way, a creature has Disadvantage on saving throws it makes to maintain its Concentration.

Pit Trap

5th-level ranger; physical; 2 gp of trap-making materials

Because of their nature, pit traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved. After the trap activates, you can spend 1 minute recovering it, allowing it to be used again. You dig a 7-foot-deep hole in dirt, or another diggable surface, in a 5-foot square. You can choose to fill the pit with sharpened stakes, spikes, or any other sharp materials. When a Medium or smaller creature moves into the trapped area, it must make a Dexterity saving throw. On a failure, it falls into the pit, where it lands Prone, taking 4d8 Piercing damage if the trap is filled with spikes. On a success, it avoids the trap, falling Prone in the nearest unoccupied space to the trap. A creature that succeeds on the save by 5 or more doesn’t fall Prone.

Bewilderment

9th-level ranger; magical; 3rd-level spell slot

When activated, horrifying illusions abound and psychic energy twists the minds of creatures. Each creature in a 20-foot-radius sphere centered on the trap must make a Wisdom saving throw. On a failure, a creature takes 3d10 Psychic damage and becomes affected as per the Confusion spell for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Net Trap

9th-level ranger; physical; 10 gp of trap-making materials

With a large, concealed net of rope or vines, and an apparatus hidden in branches or a cave’s ceiling, you create a 20-foot square trapped area. Choose a 5-foot square within the trapped area to act as the trigger. When a Small or larger creature enters this square, the trap activates and each creature in the area must succeed on a Dexterity saving throw or be Restrained and hoisted 20 feet up into the air (or as high as the canopy/ceiling allows).

A creature can use an Escape Action to make a Strength check against your ranger save DC, freeing itself or another creature within its reach on a success. Dealing 5 Slashing damage to the net (AC 10) ends the effect and destroys the net. If there is a Huge or larger creature in the trapped area when it triggers, the trap breaks and has no effect.

Thunder Charge

9th-level ranger; magical; 3rd-level spell slot

When activated, a 30-foot-radius sphere centered on the trap erupts with deafening thunder. Each creature in the area must succeed on a Constitution saving throw or take 8d6 Thunder damage and be Deafened for the next minute. The noise can be heard 2,000 feet away, or even further in echoey locations or underwater.

Catapult Trap

13th-level ranger; physical; 15 gp of trap-making materials*

Because of their nature, catapult traps are deployed in the space in which they are created as soon as their construction is finished, and can’t be moved. With bent trees, springs, or elastic rope, you create a 20-foot square of tension. Choose a 5-foot square within the trapped area to act as the trigger.

When a Small or larger creature enters this square, the trap activates and each creature in the area must make a Dexterity saving throw. On a success, a creature can use its Reaction to move up to its speed so that it is no longer in the area. If it’s still in the area, it is affected as if it failed its save. A creature that fails the saving throw is flung 60 feet in a direction you decide when you deploy the trap, landing Prone and taking 6d10 Bludgeoning damage.

If there is a Gargantuan creature in the trapped area when it triggers, the trap breaks and has no effect.

Infection

13th-level ranger; magical; 4th-level spell slot

When you create this trap, choose one of the diseases from the Contagion spell. When activated, pustulant boils grow and erupt on surfaces in a 20-foot-radius sphere centered on the trap. Each creature in the area must make a Constitution saving throw. On a failure, a creature is affected as if hit by the attack in the Contagion spell (using the disease you chose).

Snapfrost

13th-level ranger; magical; 4th-level spell slot

When activated, the area within a 20-foot-radius sphere centered on the trap suddenly drops to a debilitatingly low temperature for the next minute. When a creature enters the area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 6d6 Cold damage and, until the start of its next turn, its speed is halved and it can’t take Reactions. On a success, a creature takes half as much damage and isn’t otherwise affected.

Banisher

17th-level ranger; magical; 5th-level spell slot

When activated, a 10-foot-radius sphere centered on the trap flares into life, attempting to suck all creatures in it into a harmless demiplane. Each creature in the area when the trap activates must succeed on a Charisma saving throw or be transported to the demiplane for the next minute. At the end of this minute, the creature reappears in the space it left, or in the nearest unoccupied space if that space is occupied.

Gravity Well

17th-level ranger; magical; 5th-level spell slot

When activated, gravity begins accumulating in a 30-foot-radius circle centered on the trap. The trapped area becomes difficult terrain until the end of the ranger’s next turn. Each creature in the area when the trap activates must succeed on a Dexterity saving throw or be knocked Prone. Furthermore, each creature in the area that is Concentrating must make a Constitution saving throw. On a failed save, the creature’s Concentration is broken.

A creature that starts its turn in the area must succeed on a Strength saving throw or take 2d8 Force damage and be pulled 15 feet towards the trap’s center.

At the end of the ranger’s next turn, the gravity reaches a critical mass and each creature in the area must make a Strength saving throw. On a failure, a creature is knocked Prone, pulled to the trap’s center, and takes 6d8 Force damage. On a success, a creature isn’t knocked Prone or moved, and takes half as much Force damage.

Homebrew Adaptations

Bounty Hunter Conclave

The Complete Martialist's Handbook's Bounty Hunter found here.

Humanoid Hunter

3rd-level Bounty Hunter feature

When you use your Favored Foe feature against a humanoid, you treat the damage and duration of your Favored Foe feature as if you had 5 additional levels in Ranger.

In addition, you have advantage on Wisdom (Survival) checks to track your humanoids, as well as on Intelligence checks to recall information about a humanoid.

Bounty Research

Replace the feature with the following:

"You can spend 1 hour in study and training, which counts as a light activity, to research an enemy type. After you do so, you have advantage on Wisdom (Survival) checks to track this creature type, as well as on Intelligence checks to recall information about this creature type. You retain these benefits until you use this feature again.

Additionally, when you cast hunter’s mark on your favored foe, it does not require your concentration."

Know the Enemy

Replace the first sentence with the following:

"When you’re hit by an attack from your favored foe, or the target of your hunter’s mark spell, you can use your reaction to quickly block the blow."

Deserteer

Stuffies12's Deserteer found here.

Fiery Strike

Replace the last sentence with the following:

"The extra damage increases to 1d8 when you reach 11th level in this class, and to 1d12 when you reach 17th level."

Ferryman

Stuffies_12's Ferryman found here.

Soul Cutter

Replace the 4th sentence with:

"When you reach 11th level in this class, the extra damage increases to 2d4, and when you reach 17th level in this class, it increases again to 3d4."

Freerunner

Valda's Freerunner Conclave found here.

Add the following as Conclave Spells:

Freerunner Spells

Ranger Level Spells
3rd longstrider
5th kinetic jaunt
9th haste
13th dimension door
17th far step

Momentum

Add the following to the end of the feature:

"This damage increases to 2d6 at 11th level, and 3d6 at 17th level."

Hit Hard, Hit Fast

Replace the feature with the following:

"If you roll a 20 on an attack roll, you can instantly take the Dash action as a free action anytime during your turn, and your movement doesn't trigger opportunity attacks."

Hellwalker

Stuffies12's Hellwalker found here.

Damning Strike

Replace the 2nd sentence with:

"While a creature is marked in this way, it takes 1d8 fire damage at the start of each of its turns for 1 minute. A creature can only be affected by one instance of this feature at a time. This damage improves to 2d8 at 11th level, and again to 3d8 at 17th level."

Mark of the Damned

Remove the damage increase. Add "A creature which succeeds on the saving throw or has the effect ended on it is immune to this part of the effect until you finish a long rest." to the end of the frightened bullet point.

Fiendish Spawn

Replace "until the end of a long rest" with "until you finish a long rest".

Lightbearer

Stuffues12's Lightbearer found here.

Blessed Warrior

Replace the feature with the following:

"Once per turn, when you hit a creature with a weapon attack, you can choose for all damage dealt by the attack to become radiant damage, and the creature takes an extra 1d6 radiant damage from the attack. As you gain ranger levels, the damage increases: to 2d6 at 11th level, and to 3d6 at 17th level. The target also emits dim light for a radius of 5 feet and cannot benefit from being invisible until the end of your next turn."

Nomad

Laserllama's Nomad found here.

Expunging Strike

Replace the last sentence with the following:

"The psychic damage increases as you gain ranger levels: to 2d4 at 11th level, and 3d4 at 17th level."

Spellbreaker

Laserllama's Spellbreaker found here.

Mage Hunter

Replace the second bullet point with the following:

"You can cast the absorb elements spell at a level equal to your ranger proficiency bonus, without expending a spell slot. You can cast absorb elements in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest."

Spirit Guardian

Complete Martialist's Handbook's Spirit Guardian found here.

Spirit Strike

Replace "as a bonus action" with "at the start of your turn"

Stargazer Conclave

Laserllama's Stargazer found here.

Constellation Magic

Replace inflict wounds with ray of sickness

Stormcaller

Haven's Stormcaller Conclave found here.

Stormcaller Magic

Replace the druidcraft cantrip with gust.

Gale Step

Replace the 3rd sentence of the first paragraph until the end of the paragraph with the following:

"If you move at least 10 feet straight toward a target and then hit it with a weapon attack before the end of the turn, the attack deals an extra 1d10 thunder damage. When you reach 11th level in this class, the extra damage increases to 2d10. When you reach 17th level, it increases to 3d10."

Darken Skies

Add the following paragraph to the end of the feature:

"In addition, while you cast call lightning, you can make one weapon attack as part of the same action you use to cast the spell, and you can call the lightning down in place of one of your attacks once per turn or as a bonus action."

Witchguard

rsquared's Witchguard found here.

Witchguard's Bond

Replace the second sentence with:

"Choose a willing humanoid, who must have the capability of casting at least 1 spell, to be your ward."

Spellshield Bond

Remove the last sentence.

Ranger Spell List

Notes:

This is the list of spells available to rangers when they prepare their spells. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found here.

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle*
  • Fog Cloud*
  • Goodberry*
  • Hail of Thorns*
  • Heal*
  • Hunter's Mark*
  • IronbindsHB
  • Jump*
  • Longstrider
  • Make CampHB
  • Searing Smite*
  • Snare
  • Speak with Animals
  • Sudden AwakeningUA
  • Wayfaring StrangerHB
  • Wild CunningUA
  • Zephyr Strike
2nd Level
  • Aid
  • Animal Messenger
  • Aura of ShadeHB
  • Barkskin*
  • Beast Sense
  • Billowing StrikeHB
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Find Traps*
  • Gust of Wind
  • Healing Spirit*
  • Hurricane SlashHB
  • Restoration*
  • Locate Animals or Plants
  • Locate Object*
  • Magic Weapon*
  • Nock NockHB
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Spike Growth*
  • Stand and DeliverHB
  • Summon Beast*
  • Weapon's KairosHB
3rd Level
  • Ashardalon's Stride
  • Banner of StarsHB
  • Conjure Animals
  • Conjure Barrage*
  • Daylight*
  • Elemental Weapon*
  • Finnic's Ridiculous ShotHB
  • Fist of Haunted WoodHB
  • Flame Arrows*
  • Lightning Arrow*
  • Liliander's HellspearHB
  • Meld Into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy*
  • Revivify*
  • Rigur's Ice SkatesHB
  • Ripping BulletHB
  • SightfireHB
  • Speak with Plants
  • Summon Fey*
  • Through the Fire and FlamesHB
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Ashen PackHB
  • Bane WeaponHB
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Grasping Vine*
  • Guardian of Nature
  • Locate Creature
  • Long Way DownHB
  • Spatial AnchorHB
  • Stoneskin*
  • Summon Elemental
  • Walk the GroundHB
5th Level
  • Commune with Nature
  • Conjure Volley*
  • Steel Wind Strike
  • Storm's EyeHB
  • Swift Quiver*
  • Tree Stride*
  • Wrath of Nature
  • Zephyr FlurryHB
Inspiration Credit

This variant takes features and inspiration from Laserllama's Alternate Ranger found here.

Art Credits

Art (Cover): Wayne Wu (Link)
Art (Page 2): JackWangLei: Prince of the elves Regular (Link)
Art (Page 3): Jesper Ejsing: Borderland Ranger (Link)
Art (Page 4): cypritree: Elf Ranger (Link)
Art (Page 5): Aleksey Kovalenko: Iosan Mage Hunter (Link)
Art (Page 6): Astri Lohne Sjursen: Nightbreeze (Link)
Art (Page 7): Pathfinder: Harsk (Link)
Art (Page 8): Wayne Reynolds: Adowyn - Hunter (Link)
Art (Page 9): Rhineville: Human Ranger (Link)
Art (Page 10): Mythic Odyssey of Theros (Link)
Art (Page 11): Cassey Kuo: Hatchery (Link)
Art (Page 12): Lone_Drifter: Eladrin Fey wanderer (Link)
Art (Page 13): Brianna Franklin: Gloomstalker Ranger (Link)
Art (Page 14): Cathlyn Vania: Horizon Walker (Link)
Art (Page 15): A Song of Ice and Fire (Link)
Art (Page 16): Takeda11: Flesh Puppets (Link)
Art (Page 17): atomicspaghet: Swarmkeeper Ranger (Link)
Art (Page 23): Lucas Graciano: Vineweft (Link)
Art (Page 24): Magali Villeneuve: Vivien of the Arkbow (Link)
Page Stains: /u/flamableconcrete

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