Ranger, the Bamstacks Variant v1

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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 Wisdom 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.

Survivalist Knacks

1st-level Ranger feature

During your time in the wild you have gathered bits of primal knowledge, known as Survivalist Knacks. These Knacks bolster your exploration, hunting, and tracking skills.

You learn two Knacks of your choice from the list at the end of this class description. The amount of knacks you know increases to equal your ranger proficiency bonus. Each time you gain a level in this class, you can choose one of the Knacks you know and replace it with another Knack of your choice.

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

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

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 ranger 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 Wisdom 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+Wis mod), and again at 18th level (3d8+Wis mod).

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

Iron Mind

14th-level Ranger feature

Your mind and senses have been sharpened to be in tune with your natural environment. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you gain proficiency in one saving throw of your choice between Intelligence and Charisma.

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 your favored foe), Dash, Disengage, Hide, or Use an Object action.

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 person
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 zone of truth
9th magic circle
13th banishment
17th hold monster

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.

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.

Survivalist Knacks

Below are the Knacks available to a ranger. If a Knack has a prerequisite, like your ranger level or another Knack, you can learn it at the same time that you meet the prerequisites.

Alpine Adept 1

Prerequisite: 6th level Ranger

You are amazingly surefooted. You climbing speed increases by 10 feet, and you can use your reaction to reduce any falling damage you take by an amount equal to your ranger level.

Alpine Adept 2

Prerequisite: 6th level Ranger

You have learned to move through the water like the swiftest creatures of the sea. Your swimming speed increases by 10 feet, and you can hold your breath for up to 1 hour while underwater.

Arctic Adept

Prerequisite: 6th level Ranger

You have learned to survive and thrive in frozen tundra. You, and a number of friendly creatures of your choice equal to your ranger proficiency bonus, have advantage on saving throws to resist the negative effects of arctic environments.

In addition, you have advantage on Wisdom (Survival) checks to find food and water in arctic environments.

Desert Adept

Prerequisite: 6th level Ranger

You have learned to survive in scorching desert wastelands. You, and a number of friendly creatures of your choice equal to your ranger proficiency bonus, have advantage on saving throws to resist the negative effects of arid desert environments

In addition, you have advantage on Wisdom (Survival) checks to find food and water in arid deserts.

Explorer 1

You have spent your life learning the ways of the wilderness. You have advantage on Wisdom (Survival) checks to navigate the wilderness, forage for food and water, identify plants and animals, and avoid getting lost.

Explorer 2

Prerequisite: 6th level Ranger, Herbalist 1

At the end of each long rest, you can attune to your present environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment you gain the following benefits:

  • You have advantage on Intelligence and Wisdom checks related to the native plants, animals, or ecosystem.
  • You find twice as much food when foraging or hunting.
  • You cannot be surprised unless you are incapacitated.
  • You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).

Fell Handed 1

Prerequisite: 6th level Ranger

You are especially deadly in martial combat. When you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn.

Fell Handed 2

Prerequisite: 14th level Ranger, Fell Handed 1

When you score a critical hit against a creature, your critical hit range against that creature expands by 1.

For example, after you score a critical hit against a creature for the first time, you now score a critical hit against that creature on a roll of 19 or 20 on the d20.

Herbalist 1

You have a deep knowledge of plants and their healing properties. You have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and Wisdom (Medicine) checks made to stabilize creatures.

Herbalist 2

Prerequisite: 3rd level Ranger, Herbalist 1

You have learned to use the fruits of the earth to create healing poultices. You gain proficiency with the herbalism kit.

At the end of a long rest, you can use a herbalism kit and local plants to create one potion of healing. This potion retains its potency for a number of days equal to your ranger proficiency bonus, after which it spoils and becomes inert.

Herbalist 3

Prerequisite: 6th level Ranger, Herbalist 2

You can use your knowledge of local plant life to soothe your allies. If you, and up to five creatures who you touch, spend at least one Hit Die to regain hit points at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

Jungle Adept

Prerequisite: 6th level Ranger

You have learned to survive the hostile jungle. You, and up to five creatures who travel with you have advantage on saving throws to resist the negative effects of jungle environments.

In addition, you gain resistance to poison damage.

Natural Regeneration

Prerequisite: 6th level Ranger

You can regain up to 2 expended free uses of your Favored Foe feature when you finish a short rest.

Natural Regeneration 2

Prerequisite: 14th level Ranger

You can draw on the surrounding environment to replenish your mystical power. At the end of a short rest, you can choose to recover expended spell slots of a combined level equal to or less than your Wisdom modifier (minimum of 1).

Once you use this feature you must complete a long rest before you can use it again.

Rider 1

You have trained to ride animals that will take a rider. You have advantage on Wisdom (Animal Handling) checks to control your mount, and mounting or dismounting only costs you 5 feet of your movement, in place of half.

Rider 2

Prerequisite: 3rd level Ranger, Rider 1

You have special skill at training and riding animals, both wild and domestic. You have advantage on Wisdom (Animal Handling) checks to domesticate wild animals, and you can teach a beast to be a trained mount in half the normal time.

Rider 3

Prerequisite: 6th level Ranger, Rider 2

You are a master of mounted combat. When you are riding your mount and it is hit by an attack, you can use your reaction to become the target of that attack instead.

In addition, when you or your mount are forced to make a Dexterity saving throw, you can use your reaction to grant both you and your mount advantage on the saving throw.

Slayer 1

Prerequisite: 3rd level Ranger

Once you have a quarry in your sights it is rare that they escape. You have advantage on any Wisdom (Perception) and Wisdom (Survival) checks to track your favored foe.

Slayer 2

Prerequisite: 6th level Ranger, Slayer 1

Your tracking abilities have become supernaturally accurate. You always know the exact direction of your favored foe while you are on the same plane of existence.

Slayer 3

Prerequisite: 14th level Ranger, Slayer 2

Once per turn, when you hit your favored foe with a weapon attack, you can force it to make a Constitution saving throw in addition to the normal damage of the attack. On a failed save, it is blinded, deafened, frightened, poisoned, or restrained (your choice) until the start of your next turn.

Stalker 1

You are a master at covering your tracks. While moving at a normal pace you, and up to five other creatures you are traveling with, produce no tracks or scent, and you cannot be tracked by mundane means unless you wish to be.

Stalker 2

Prerequisite: 3rd level Ranger, Stalker 1

You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.

Stalker 3

Prerequisite: 9th level Ranger, Stalker 2

You can conceal yourself from even the most advanced magic. You are always under the effects of the nondetection spell, and you cannot be tracked divination magic or other magical means unless you wish to be.

Stalker 4

Prerequisite: 14th level Ranger, Stalker 3

You can ward yourself with nature magic to briefly disappear from sight. When you take the Hide action on your turn, you, along with anything you are wearing, carrying, or have equipped, becomes invisible until the start of your next turn.

This invisibility ends early if you attack or cast a spell.

Strider 1

There are few natural obstacles that you cannot overcome, or guide others through safely. You ignore the effects of difficult terrain imposed by natural environments, such as forest undergrowth, snow drifts, swamp, or marshlands.

Also, you, and up to five other creatures you are traveling with, do not have your travel slowed by difficult terrain.

Strider 2

Prerequisite: 3rd level Ranger, Strider 1

Once in your sights, you pursue your quarries relentlessly. You can take the Dash action as a bonus action on your turn.

Strider 3

Prerequisite: 6th level Ranger, Strider 2

You can surmount almost any obstacle that would block your path. Your base movement speed increases by 10 feet, and you ignore the effects of difficult terrain imposed by spells, magical phenomena, and any other magical effects.

Strider 4

Prerequisite: 14th level Ranger, Strider 3

You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.

Survivor 1

Prerequisite: 6th level Ranger

Your time in the wilds has hardened your body, and you can brace yourself to absorb incoming blows. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).

Survivor 2

Prerequisite: 9th level Ranger, Survivor 1

You have trained your body to recover more rapidly than most. When you expend Hit Dice to regain hit points at the end of a short rest, you gain a bonus to each Hit Die roll equal to your Wisdom modifier (minimum of 1).

Survivor 3

Prerequisite: 14th level Ranger, Survivor 2

You persevere even in the face of death. When you make a death saving throw you gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). If this increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Trapper

You are a master of laying unseen traps. You learn the snare spell, and you can cast it as a ritual. You always have it prepared, but it doesn't count against the total number of spells you can prepare each day. You can have a number of active snares equal to your ranger proficiency bonus. Setting an additional snare causes the oldest snare to disappear.

Underground Adept

Prerequisite: 6th level Ranger

You are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a radius of 60 feet. If you already have darkvision its range increases by 60 feet.

In addition, you can use an action on your turn close your eyes and gain tremmorsense in a 60 foot radius, allowing you to sense anything touching the ground within that radius. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.

Wild Insights 1

You have a natural way with the wild animals of the world. You can communicate simple ideas to beasts using sounds and gestures, and you have advantage on any Wisdom (Animal Handling) checks you make that target animals or beasts that are already friendly towards you.

Wild Insights 2

Prerequisite: 3rd level Ranger, Wild Insight 1

Your familiarity with the natural world has allowed you to bond you with a minor spirit of nature. You learn the find familiar spell. It counts as a ranger spell for you and you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your familiar is a fey creature.

Wild Insights 3

Prerequisite: 9th level Ranger, Wild Insight 2

The power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.

Woodsman 1

You are familiar with forests, trees, and timber of all kinds. You gain proficiency with woodcarver's tools, and you have advantage on any Intelligence (Nature) checks to identify, recall information, and construct things from wood.

In addition, when you hit a tree or raw timber with a melee weapon attack, it becomes an automatic critical hit.

Woodsman 2

Prerequisite: 3rd level Ranger, Woodsman 1

You are adept at identifying the strongest trees and timber from which to construct solid objects. You gain proficiency with carpenter's tools, and anything you construct from wood has twice as many hit points, and is twice as durable.

In addition, at the end of each long rest, if you have timber available, you can craft a total number of clubs, greatclubs, javelins, and quarterstaffs equal to your ranger proficiency bonus.

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): BrotherBaston: World Building / Days 46-47 : Oron The Whistler (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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