SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

DEX , STR

Martial Ranger

Stufe Übungsbonus Eigenschaften Hunter's Prey Uses
1 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 2
2 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 2
3 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 3
4 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 3
5 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 4
6 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 4
7 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 5
8 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 5
9 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 6
10 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 6
11 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 7
12 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 7
13 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 8
14 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 8
15 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 9
16 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 9
17 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 10
18 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 10
19 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 11
20 + 6 Hunter's Prey Wilderness Expertise Favored Terrain Unlimited
Stufe Übungsbonus Eigenschaften Hunters Prey Damage
1 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
2 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
3 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
4 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
5 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
6 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
7 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
8 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
9 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
10 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
11 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
12 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 1d8
13 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
14 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
15 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
16 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
17 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
18 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 1d10
19 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 1d12
20 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 1d12
Stufe Übungsbonus Eigenschaften Natural Healer
1 + 2 Hunter's Prey Wilderness Expertise Favored Terrain
2 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
3 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 1d6
4 + 2 Hunter's Prey Wilderness Expertise Favored Terrain 2d6
5 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 2d6
6 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 3d6
7 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 3d6
8 + 3 Hunter's Prey Wilderness Expertise Favored Terrain 4d6
9 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 4d6
10 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 5d6
11 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 5d6
12 + 4 Hunter's Prey Wilderness Expertise Favored Terrain 6d6
13 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 6d6
14 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 7d6
15 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 7d6
16 + 5 Hunter's Prey Wilderness Expertise Favored Terrain 8d6
17 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 8d6
18 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 9d6
19 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 9d6
20 + 6 Hunter's Prey Wilderness Expertise Favored Terrain 10d6

Klasseneigenschaften

Stufe 1

Hunter's Prey
Wilderness Expertise
Favored Terrain

Stufe 10

Nature's Veil
Favored Terrain Improvement

Stufe 11

Ranger Archetype feature

Stufe 12

Ability Score Improvement

Stufe 13

Tireless Endurance

Stufe 14

Ability Score Improvement
Favored Enemy Improvement

Stufe 15

Ranger Archetype feature

Stufe 16

Ability Score Improvement

Stufe 17

Split Focus
Favored Terrain Improvement

Stufe 18

Killer Instinct

Stufe 19

Ability Score Improvement

Stufe 2

Fighting Style
Natural Healer

Stufe 20

Apex Predator

Stufe 3

Ranger Archetype
Favored Enemy

Stufe 4

Ability Score Improvement
Martial Versatility

Stufe 5

Extra Attack
Martial Talent

Stufe 6

Roving
Favored Enemy Improvement

Stufe 7

Ranger Archetype feature
Hunter's Instinct

Stufe 8

Wild Stride
Ability Score Improvement

Stufe 9

Favored Terrain Master

Übungen

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startausrüstung

(a) two shortswords or (b) any two simple melee weapons
an Herbalism Kit (if not provided by your background)

Klasseneigenschaften

Hunter's Prey (Level 1)

Starting at 1st level, you may use your bonus action to mark a single creature as your prey. You must be able to see or hear this creature, or succeed on a Wisdom (Survival) check to track it, the difficulty of which is determined by the Dungeon Master based on your access to tracks or other clues. You can also mark prey when you roll initiative, without expending a bonus action.

You have advantage on Wisdom (Survival) or Intelligence (Investigation) checks to track your prey, as well as Wisdom (Perception) checks to find them. In addition, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. This damage increases to 1d8 at 7th level, 1d10 at 13th level, and 1d12 at 19th level.

You can have only one creature marked as your prey at a time. This designation lasts until your next long rest, or until you mark a new creature as your prey. You may mark prey the number of times shown for your ranger level in the Martial Ranger class table, and you regain all expended uses when you complete a short or long rest.

Wilderness Expertise (Level 1)

At 1st level, you gain proficiency in Nature and Survival. If you were already proficient in either of these skills, your proficiency bonus is doubled for any ability check you make with that skill.

Favored Terrain (Level 1)

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. At 1st level, choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

When you make an Intelligence or Wisdom check related to your favored terrain or the creatures that dwell there, you have advantage on the check if you are using a skill that you're proficient in. When in that terrain, you can ignore the effects of non-magical difficult terrain, and all enemies that attempt to track you by non-magical means have disadvantage. You can also move stealthily at a normal pace.

At 10th level, you can add a second type of favored terrain, as long as you have spent at least a week traveling in it. You can add additional favored terrain types at level-up, but they must replace one of your current two; you cannot have more than two at a time, unless stated otherwise. At 17th level, you can add a third terrain type, increasing your maximum to three.

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

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 the second attack.

Natural Healer (Level 2)

Your experience surviving in the harsh wilderness has taught you how to identify and make use of medicinal plants. Starting at 2nd level, you may spend 1 hour a day searching a natural area for helpful herbs and fungi; this can count as part of a short or long rest. Roll a Wisdom (Survival) check against the DC corresponding to your environment. You have advantage on this check in your favored terrain.

Natural Healer DC

On a success, you find enough herbs to produce a number of healing poultices equal to your Wisdom modifier. You must have an herbalism kit to produce these items, which must be done at the end of your search time as part of the same hour. On a failure, you can only produce a number equal to half your Wisdom modifier (rounded down).

Healing Poultice

Ranger Archetype (Level 3)

At 3rd level, you choose to emulate the ideals and training of a ranger archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Favored Enemy (Level 3)

By 3rd level, you have studied a specific type of enemy creature and can hunt it more easily. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select a race of humanoid, such as gnolls or elves. You may also choose a particular faction, such as the Zhentarim in the Forgotten Realms or a Dragonmarked House in Eberron.

You have advantage on Wisdom (Survival) checks to track these creatures, and Intelligence checks to recall or discover information about them, such as Nature or Investigation checks. You also have advantage on saving throws against your favored enemy's characteristic innate abilities, such as a dragon's Frightful Presence or Breath Weapon, but not against spells they cast.

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

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You can change one of your favored enemy choices when you gain a level in this class.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility (Level 4)

4th-level ranger optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Extra Attack (Level 5)

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

Martial Talent (Level 5)

At 5th level, you become further specialized in a form of combat characteristic of rangers. Choose one of the following options:

Far Shot

Double your ranged or thrown weapons' short and long ranges. (Attacking at long range still imposes disadvantage).

Mighty Strike

If you are wielding only one melee weapon and use it to hit your prey, you can choose to reroll your Hunter's Prey damage. You must take the new result.

Twin Takedown

When you engage in two-weapon fighting, you can make your offhand attack as part of the Attack action, instead of using your bonus action.

You can replace your Martial Talent with another option whenever you reach a level in this class that grants the Ability Score Improvement feature.

Roving (Level 6)

At 6th level, your walking speed increases by 5 feet, and you gain a climbing speed and swimming speed equal to your walking speed. Your speeds increase by an additional 5 feet while in your favored terrain.

Favored Enemy Improvement (Level 6)

You choose one additional favored enemy, as well as an associated language, at 6th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You can change one of your favored enemy choices when you gain a level in this class.

Ranger Archetype feature (Level 7)

At 7th level, you gain a feature granted to you by your Ranger Archetype.

Hunter's Instinct (Level 7)

Starting at 7th level, your sharply honed instincts allow you to act quickly in the face of danger. You add a bonus to your initiative rolls equal to your Wisdom modifier.

Wild Stride (Level 8)

Beginning at 8th level, your movement is unaffected by all difficult terrain, including magical difficult terrain.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Favored Terrain Master (Level 9)

At 9th level, your mastery of your favored terrain grants you benefits even outside of it. You gain a benefit based on your favored terrain type. If you have multiple favored terrains, you gain the benefit associated with each type.

Arctic

You gain resistance to cold damage, and you don't suffer the effects of extreme cold.

Coast

Your swimming speed increases by 10 feet and you can hold your breath for up to 15 minutes.

Desert

You gain resistance to fire damage, and you don't suffer the effects of extreme heat.

Forest

Your climbing speed increases by 10 feet and you ignore penalties to Dexterity (Stealth) checks from wearing medium armor.

Grassland

Your walking speed increases by 10 feet; this does not affect your climbing or swimming speeds.

Mountain

Your climbing speed increases by 10 feet and you have resistance to damage from falling.

Swamp

You gain resistance to poison damage and advantage on saving throws against poison.

Underdark

You gain darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 30 feet.

Nature's Veil (Level 10)

At 10th level, you can add your proficiency bonus to Stealth checks made in natural terrain, or double your proficiency bonus instead if you were already proficient in Stealth, and you have advantage on Stealth checks made in your favored terrain. You can also Hide as a bonus action in any terrain. You cannot be tracked by non-magical means in any terrain, unless you wish to leave a trail.

Favored Terrain Improvement (Level 10)

At 10th level, you can add a second type of favored terrain, as long as you have spent at least a week traveling in it. You can add additional favored terrain types at level-up, but they must replace one of your current two; you cannot have more than two at a time, unless stated otherwise.

Ranger Archetype feature (Level 11)

At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Tireless Endurance (Level 13)

At 13th level, you persist through pain, exhaustion, and even near-death. As an action, you can give yourself a number of temporary hit points equal to 2d6 + your Constitution modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

In addition, you have advantage on death saving throws.

Ability Score Improvement (Level 14)

When you reach 14th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Favored Enemy Improvement (Level 14)

You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. You can change one of your favored enemy choices when you gain a level in this class.

Ranger Archetype feature (Level 15)

At 15th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Split Focus (Level 17)

Starting at 17 level, you can focus on two foes at once, hunting both of them down. When you mark prey with Hunter's Prey, you can pick up to two creatures as your prey at the cost of one use, and you can have two active prey simultaneously.

Favored Terrain Improvement (Level 17)

At 17th level, you can add a third type of favored terrain, as long as you have spent at least a week traveling in it. You can add additional favored terrain types at level-up, but they must replace one of your current three; you cannot have more than three at a time, unless stated otherwise.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Apex Predator (Level 20)

At 20th level, you become an unparalleled hunter of your enemies. Add a bonus equal to your Wisdom modifier to all attack and damage rolls made against creatures marked as your prey.

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13,"str":13}

Erworbene Übungen

Armor light , medium , shield
Skills Choose Wählen 1 von Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, Survival
Weapons simple , martial

Unterklassen

Unterklassen-Eigenschaften

Beast Master

Beast Master (Level 3)

The Beast Master archetype embodies friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. It is able to understand simple speech and commands. The beast grows along with you, using your proficiency bonus (PB) as its own. The beast can be created using the steps in Appendix A: Companion Creation. Choose traits that fit the type of creature you wish to bond with, or use one of the example stat blocks.

In combat, the beast acts during your turn and moves at your command. It can use its reaction and bonus action (if applicable) on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can instead sacrifice one of your attacks when you take the Attack action to command the beast to use an Attack, Dash, Disengage or Help action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Like a player character, the beast becomes unconscious at 0 hit points and makes death saving throws. If the beast has died within the last hour, you can spend 10 minutes using a healing poultice to revive it with half the hit points normally provided by the healing poultice. You cannot revive the beast again in this way until you and your companion have completed a long rest.

The beast also follows all resting rules that apply to player characters, including the ability to roll Hit Dice to regain hit points on a short rest.

Replacing Beast Companions

Should your beast companion permanently die as a Beast Master or Outrider, you can acquire a new one a number of ways. Another ranger or animal trainer may be able to lend or sell you a beast fit for your level; alternatively, you may have already trained a number of potential companions that you had to leave behind on your travels. At your DM's discretion, you may even have multiple companions traveling with you, though you can only command one at a time.

If no trained backups are available, you can begin training a wild beast from scratch on your own. Whenever you command an untrained beast, you must succeed on an Animal Handling check. On a success, the beast does as commanded; on a failure, it acts according to its disposition. See Appendix B: Companion Training for more.

Animal Whisperer

At 3rd level, you gain proficiency in Animal Handling. If you were already proficient in Animal Handling, double your proficiency bonus for any ability checks made using this skill.

Exceptional Training (Level 7)

Beginning at 7th level, your beast companion can use the Help action instead of the Dodge action on any turn in which you did not give it a command.

Bestial Fury (Level 11)

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

Share Prey (Level 15)

Beginning at 15th level, your beast companion shares the benefits of Hunter's Prey when attacking or tracking any creature you have marked as your prey.

Bounty Hunter

Bounty Hunter (Level 3)

While you are as at home in the wilds as any ranger, your hunt has brought you into jungles of brick and mortar, where you stalk the most dangerous game: people. You have learned how to navigate cities and towns which have set themselves apart from the natural world; learned to blend in among its citizens and ferret out their secrets. You understand that civilization, after all, is simply another form of nature to master.

Urban Ranger

At 3rd level, you gain a unique type of favored terrain: urban, characterized by artificial buildings and streets. This does not count against your maximum favored terrains.

Because of the dearth of native plant life, you cannot gather herbs for Natural Healer in this terrain; however, you can always find a local herbalist or apothecary who can sell you the necessary herbs to produce your healing poultices; once per day, you can produce up to your Wisdom modifier as part of a short rest, at the cost of 1 gp per healing poultice (the combined cost of the requisite herbs).

In addition, you gain the City Secrets feature from the urchin background in the Player's Handbook.

At 9th level, you gain the following Favored Terrain Master benefit, as you can disappear into a crowd or alleyway as easily as you do into a forest or cavern:

Urban

You can hide while only lightly obscured, such as by fog or shadows, and urban environments are considered natural terrain for you.

Gumshoe

At 3rd level, you gain proficiency in the Investigation skill. If you were already proficient, your proficiency bonus is doubled for ability checks made with this skill. You also have proficiency with thieves' tools and disguise kits.

Paranoid Vigilance (Level 7)

Surrounded by potential threats in close quarters, you are constantly on alert and ready to fight. Starting at 7th level, you have advantage on initiative rolls, and you are never surprised in combat. You also have advantage on attack rolls against creatures that are surprised.

Sneak Attacker (Level 11)

You strike without warning, dispatching your quarry before they can even see your face. Starting at 11th level, once per turn, you can deal an additional 2d6 damage to a creature with a weapon attack if you have advantage on the attack roll, or if a conscious ally is adjacent to your target and you do not have disadvantage.

Eye for an Eye (Level 15)

At 15th level, experienced in street violence, you respond to injury in kind. If you are hit with a weapon attack by a creature you can see, you can use your reaction to make one weapon attack against that creature if it is within range of a weapon you are holding.

Credit to u/Levistej's Vigilante for inspiration on the 15th level feature!

Drakewarden

Drakewarden (Level 3)

Very rarely, an intrepid ranger might acquire a lost dragon egg. The bond that results when it hatches can last a lifetime.

Hatchling Companion

At 3rd level, you gain a drake hatchling companion (see Appendix C: Drake Companions). This creature has imprinted on you from birth and will follow your commands. The drake grows along with you, using your proficiency bonus (PB) as its own. You choose the drake's color, which determines its Draconic Essence damage type and later Breath Weapon type, as shown in the Draconic Essence table.

Draconic Essence

In combat, the drake acts during your turn and moves at your command. It can use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can instead sacrifice one of your attacks when you take the Attack action to command the drake to use an Attack, Dash, Disengage or Help action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

Like a player character, the drake becomes unconscious at 0 hit points and makes death saving throws. If the drake has died within the last hour, you can spend 10 minutes using a healing poultice to revive it with half the hit points normally provided by the healing poultice. You cannot revive the drake again in this way until you and your companion have completed a long rest.

The drake also follows all resting rules that apply to player characters, including the ability to roll Hit Dice to regain hit points on a short rest.

In addition, you learn to speak, read and write Draconic.

Bond of Fang and Scale (Level 7)

At 7th level, your drake companion develops into a drake wyrmling. It uses the drake wyrmling stat block, and you and the drake gain the following benefits:

  • Drake Mount

    You can use the drake as a mount even if you are the same size. The drake cannot use its flying speed while mounted, even if it is larger than you. While mounted, you gain resistance to your drake companion's Draconic Essence damage type. At 11th level, it is no longer prohibited from using its flying speed, but its flying speed decreases by 10 feet while mounted.

  • Distinctive Movement

    In addition to its listed walking speed and fly speed, the drake wyrmling gains one of the following speeds of your choice:

    • A swimming or climbing speed of 30 feet, increasing to 35 feet at 11th level and 40 feet at 15th level.

    • A burrow speed of 15 feet, increasing to 20 feet at 11th level and 25 feet at 15th level.

  • Draconic Magic

    Your drake learns the thaumaturgy cantrip and two 1st-level spells from the sorcerer or cleric spell lists. It learns one additional 2nd-level spell at 11th level, and one additional 3rd-level spell at 15th level.

    After casting one of these spells, it must complete a long rest before doing so again. Charisma is its spellcasting ability for these spells.

  • Wyrmling Breath Weapon

    Your drake's Wyrmling Breath Weapon uses the area and saving throw shown in the Draconic Essence table. The save DC for your Breath Weapon is equal to 8 + your proficiency bonus + the drake's Charisma modifier.

Draconic Evolution (Level 11)

At 11th level, your drake companion develops into a young drake. It uses the young drake stat block, and you and the drake gain the following benefits:

  • Distinctive Skill

    Your young drake gains proficiency in one of the following skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Persuasion or Survival. It gains an additional proficiency from this list at 15th level.

  • Expanded Breath Weapon

    Your drake's breath weapon area increases to either a 5-ft. by 60-ft. line or a 30-foot cone, depending on your Wyrmling Breath Weapon choice.

Perfected Bond (Level 15)

At 15th level, your drake companion develops into an adult drake. It uses the adult drake stat block, and gains the following benefit:

  • Draconic Mass

    You choose whether your adult drake companion remains Large or becomes Huge.

  • Frightful Presence

    Your drake gains the Frightful Presence action. The save DC is equal to 8 + your proficiency bonus + the drake's Charisma modifier.

Gloom Stalker

Gloom Stalker (Level 3)

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.

Dread Ambusher

At 3rd level, you master the art of the ambush. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, your eyes have become accustomed to heavy darkness. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in dim light or darkness, you have advantage on Stealth checks to hide from any creature that relies on darkvision to see you.

Shadow Sense (Level 7)

Your senses are finely attuned to detect nearby foes even when blinded or in magical darkness. At 7th level, you gain blindsight with a range of 10 feet, or an additional 10 feet if you already have blindsight.

In addition, you can stand still, focus, and extend your senses further, picking up on the subtlest vibrations, even through walls. As an action, you can grant yourself tremorsense within a 30 foot radius. Moving or taking damage causes you to lose this sense. You can use this feature a number of times equal to your proficiency bonus, and regain all uses upon completing a long rest.

Stalker's Flurry (Level 11)

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge (Level 15)

Starting at 15th level, you can dodge in unforeseen ways, making expert use of the shadows 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.

Herbalist

Herbalist (Level 3)

Herbalists are masters of foraging, able to quickly spot and identify useful plants and craft potent medicines from them.

Forager

At 3rd level, you halve the time needed to find herbs using Natural Healer to thirty minutes per day, and the Natural Healer DC of all terrain types is decreased for you by 5. The number of healing poultices you can produce per day increases to 2 + your Wisdom modifier, or half that number on a failed Survival check (rounded down).

Herbal Adept

Starting at 3rd level, add your Wisdom modifier to the healing provided by healing poultices you produce. Your proficiency bonus is doubled for any skill check you make with an herbalist's kit, and you have proficiency in the Medicine skill if you did not already. If you were already proficient, double your proficiency bonus when you make a Medicine check.

Resilient Constitution (Level 7)

At 7th level, your experience surviving on wild forage in the wilderness has made you hardy. You gain proficiency in Constitution saving throws, and have advantage on saving throws against being poisoned.

Poisoner (Level 7)

Starting at 7th level, you can use your herbalism kit to craft poisons, as though it were a poisoner's kit.

Combat Healer (Level 11)

You can heal and fight almost simultaneously. Starting at 11th level, when you use your action to apply a healing poultice, you can make one weapon attack as part of the same action.

Herbal Master (Level 15)

Your medicines have become more advanced and versatile, even soothing the mind as well as the body. Starting at 15th level, if your healing poultices are applied to a creature that is poisoned, paralyzed, blinded, deafened, frightened or charmed, any and all of those conditions immediately end on that creature.

Horizon Walker

Horizon Walker (Level 3)

You are first and foremost an explorer, never satisfied staying long in the same place, always seeking new experiences and challenges—even those beyond your world.

Adaptive Adventurer

Starting at 3rd level, you are able to adapt to new environments incredibly quickly. As a bonus action, you can change your favored terrain to any terrain type you have spent at least one day in, replacing an existing favored terrain.

You can also use your bonus action to change your favored enemy to any type of creature you have fought and marked as your prey with the Hunter's Prey feature within the last day, replacing an existing favored enemy.

You regain use of each feature after completing a long rest.

Exploit Weakness

You quickly become familiar with certain enemies' weak spots. At 3rd level, once per turn, you deal an additional 1d8 damage when you hit a favored enemy.

Planar Wanderer (Level 7)

At 7th level, you can even adapt to otherworldly environments. You gain an additional favored terrain, which does not count against your maximum, and access to planar terrain types: Upper Planes, Lower Planes, Feywild, Shadowfell, Mechanus, Limbo and the Elemental Chaos. As usual, you must have spent at least one day in one of these terrain types before designating it as your favored terrain.

The Natural Healer DC for all planar terrains is 25.

When you gain the Favored Terrain Master feature at 9th level, add the following to the list of potential benefits:

Elemental Chaos

You gain resistance to one of the following damage types of your choice: fire, cold, lightning or non-magical bludgeoning.

Feywild

You have advantage on saving throws against being charmed.

Limbo

You gain resistance to psychic damage.

Lower Planes

You have advantage on saving throws against being frightened.

Mechanus

You gain proficiency with tinker's tools and thieves' tools, and have advantage on ability checks made with these tool kits.

Shadowfell

You gain resistance to necrotic damage.

Upper Planes

You gain resistance to radiant damage.

Planar Step (Level 7)

You learn to briefly shift through interplanar space. Starting at 7th level, you can cast the misty step spell once, and regain use of this feature when you finish a short or long rest.

Slayer (Level 11)

At 11th level, you may make an additional weapon attack when you take the Attack action against a favored enemy.

Key to the Cosmos (Level 15)

At 15th level, your planar travels have caused your soul to become attuned to the weave between worlds. You can cast misty step twice per short rest instead of once; additionally, you can cast dimension door once per long rest, and either teleport or plane shift once every seven long rests. You still need to provide all necessary spell components.

Hunter

Hunter (Level 3)

The hunter is the most classic of ranger archetypes. Whether you stand as a self-sufficient outlander or as the bulwark between civilization and the terrors of the wild, you excel in specialized techniques for taking down your prey.

Hunter's Eye

At 3rd level, you gain proficiency in the Perception skill. If you were already proficient in Perception, double your proficiency bonus for any ability checks made using this skill.

Hunter's Quarry

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

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 1d8 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 can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

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 (Level 7)

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

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against being frightened.

Multiattack (Level 11)

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

Focused Barrage

When you only attack one creature on your turn, you can make one additional weapon attack as a bonus action.

Hunter's Volley

Once per turn, when you make a ranged weapon attack, you can make one additional ranged weapon attack against a creature within 10 feet of your target. Additionally, you can apply your Hunter's Prey damage when you hit any creature within 10 feet of your prey with a ranged weapon attack, as long as you also attack your prey on that turn.

Whirlwind Slice

Once per turn, when you make a melee weapon attack, you can use your momentum to sweep through multiple creatures. Make one additional melee weapon attack against every creature within 5 feet, aside from your original target.

Superior Hunter's Defense (Level 15)

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

Evasion

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

Stand Against the Tide

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Monster Slayer

Monster Slayer (Level 3)

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 to resist such monsters' supernatural powers, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Expert

You have an encyclopedic knowledge of all things strange and supernatural. At 3rd level, you gain proficiency in the Arcana and Religion skills, and your proficiency bonus is doubled for one of these skills (your choice).

Slayer's Insight

At 3rd level, your eye is keenly trained on how best to hurt even the most exotic of creatures. When you use Hunter's Prey to mark a creature you can see within 60 feet of you, you can make an Intelligence skill check: Nature, Arcana, etc. depending on the creature type (DC equals 10 + half the target's CR). If you succeed, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, as well as condition immunities. You also deal an additional 1d8 damage on your first weapon attack to hit that creature, and others with the same name, each turn until your next long rest.

Iron Mind (Level 7)

By 7th level, you have honed your ability to resist the mind-altering powers of your quarry. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Magic-User's Nemesis (Level 11)

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within range of a weapon you are holding, you can use your reaction to make an attack against that creature with that weapon. If this attack is a critical hit, the spell or teleport fails and is wasted.

Slayer's Counter (Level 15)

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If your prey forces you to make a saving throw, you can use your reaction to make one weapon attack against them, provided they are within range of a weapon you are holding. 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.

Outrider

Outrider (Level 3)

Many rangers disdain the idea of riding an animal companion, but for some this is the ultimate expression of the bond between ranger and beast. Whether charging over a hillside or riding wild and free across the plains, outriders and their mounts fight and live as one.

Bonded Mount

At 3rd level, you gain a Medium or Large beast companion, typically but not exclusively a horse (see Appendix A for options to create a different companion; it cannot use the Light array or Flyer speed). Your companion is trained to understand and obey your commands and uses your proficiency bonus (PB).

Your companion acts on your turn and moves at your command. It can use its reaction and bonus action (if applicable) on its own, but the only action it takes is the Dodge action, unless you use a bonus action on your turn to command it to take the Attack, Dash, Disengage or Help action; you must be mounted to command it in this way. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Like a player character, the beast becomes unconscious at 0 hit points and makes death saving throws. If the beast has died within the last hour, you can spend 10 minutes using a healing poultice to revive it with half the hit points normally provided by the healing poultice. You cannot revive the beast again in this way until you and your companion have completed a long rest.

The beast also follows all resting rules that apply to player characters, including the ability to roll Hit Dice to regain hit points on a short rest.

Replacing Beast Companions

Should your beast companion permanently die as a Beast Master or Outrider, you can acquire a new one a number of ways. Another ranger or animal trainer may be able to lend or sell you a beast fit for your level; alternatively, you may have already trained a number of potential companions that you had to leave behind on your travels. At your DM's discretion, you may even have multiple companions traveling with you, though you can only command one at a time.

If no trained backups are available, you can begin training a wild beast from scratch on your own. Whenever you command an untrained beast, you must succeed on an Animal Handling check. On a success, the beast does as commanded; on a failure, it acts according to its disposition. See Appendix B: Companion Training for more.

Born to Ride

Starting at 3rd level, your mastery as a rider becomes apparent. You gain proficiency with the Animal Handling skill, and you can double your proficiency bonus for this skill if you were already proficient. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Ranger's Charge (Level 7)

Starting at 7th level, you use your mount's momentum to deadly effect. If your mount moves at least 20 feet uninterrupted while you are riding it and you take the Attack action, the first of your attacks to hit that turn deals an additional 1d8 damage.

Trampling Charge (Level 11)

Starting at 11th level, you can spur your mount to plow through whole groups of enemies. Use your action to command your mount to move in a straight line up to its speed. It can move through occupied spaces, which count as difficult terrain. All creatures in its path must succeed on a Dexterity saving throw (DC = 8 + its Strength modifier + your proficiency bonus) or take 6d6 bludgeoning damage, or half as much on a successful save. A Huge or larger enemy blocks the path of the charge but still takes damage. This movement does not trigger attacks of opportunity.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses after you and your mount complete a long rest.

Legendary Bond (Level 15)

At 15th level, the bond between you and your mount has grown so strong that you instinctively understand each other. Once per turn, you can command your mount to Attack, Dash, Disengage or Help as part of your action, instead of using your bonus action.

Trapper

Quick Snares (Level 7)

Starting at 7th level, you can rig a snare in only moments. You can craft snares that normally take 1 minute using one action. The snare is visible unless you use a bonus action to hide it, which requires a successful Stealth check against nearby enemies' passive Perception.

You learn two more Basic Snares at 7th level.

Ensnaring Weapons (Level 7)

Starting at 7th level, you can make an attack with a net as a bonus action. You also gain proficiency with the bolas, a ranged martial weapon (range 20/60) that deals 1d4 damage on a hit and costs 5 gp. A creature hit by a bolas must succeed on a Dexterity saving throw or be restrained and knocked prone. Escape follows the same rules as for a net. The escape DC for both weapons becomes your snare DC.

Advanced Snarecrafter (Level 11)

At 11th level, you begin to experiment with more powerful and dangerous snares. You learn how to craft two snares from the Advanced Snares list. You cannot use Quick Snares with Advanced Snares.

Advanced Snares

Biting Snare

A snare whose jaws shut tight on the leg of a creature that steps on it. The creature must succeed on a Dexterity saving throw or take 6d6 piercing damage, or half as much on a successful save, and have its speed halved until it succeeds at an Athletics check to remove the snare.

Bomb Snare

An alchemical incendiary readied to blow. Upon this snare being triggered, every creature within a 10-foot radius must succeed on a Dexterity saving throw or take 6d6 fire damage, or half as much on a success.

Poison Dart Snare

A pressure plate or tripwire triggers a volley of poison-tipped darts. Each creature within a 10-foot radius of the snare must succeed on a Dexterity saving throw or take 1d4 piercing damage and 2d8 poison damage, and succeed on a Constitution saving throw or gain the poisoned condition. It can repeat the save at the end of each of its turns, and is no longer poisoned on a success. A creature that succeeds is immune to this effect for 24 hours.

Stunning Snare

A weight swings down to bash the triggering creature senseless. It must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be stunned until the end of its next turn.

You can craft a number of Advanced Snares equal to your proficiency bonus, and can only produce more after completing a long rest.

Snare Master (Level 15)

At 15th level, double the number of snares you can have crafted at a single time. Once per turn, when you use the Attack action, you can craft a Basic Snare in place of one of your attacks, rather than using a full action.

Warden

Warden (Level 3)

All rangers have a deep connection to the wilderness, but wardens delve even further, into the realm of primal mysticism. Wardens are often trained by a druidic circle, in order to serve as the first line of defense between the civilized world and the mysteries of the wild.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: shillelagh and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level. These cantrips become warden spells for you.

Spell Slots

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

For example, if you know the 1st-level spell ensnaring strike and have a 1st-level and a 2nd-level spell slot available, you can cast ensnaring strike using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the druid or ranger spell list, two of which must be from the transmutation or conjuration schools. These spells become warden spells for you.

The Spells Known column of the Warden Spellcasting table shows when you learn more druid or ranger spells of 1st level or higher. Each of these spells must be a transmutation or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the druid or ranger spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your warden spells, since they are derived from your instinctive connection to primal magic. 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 warden spell you cast and when making an attack roll with one.

Spell
Spell
Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your warden spells.

Druidic Warrior

Starting at 3rd level, when you cast shillelagh, you can target up to two quarterstaves or clubs that you are holding. The duration of the spell increases to 1 hour. If you are holding a quarterstaff affected by shillelagh in two hands, the damage die increases to a d12.

In addition, when you hit your marked prey with a spell attack roll from a warden spell, add your Hunter's Prey damage as you would with a weapon attack.

Primeval Awareness (Level 7)

Beginning at 7th level, you can use your action to focus your awareness on the region around you. For 1 minute, 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, celestials, dragons, elementals, fey, fiends, undead, and your favored enemy if it's not already on the list; how many there are; and roughly how close they are, though not their exact location.

In addition, you learn speak with animals and beast sense, and can cast either without expending a spell slot. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Vanish (Level 11)

Starting at 11th level, you can draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, for 1 minute in non-natural terrain, 10 minutes in natural terrain, or one hour in your favored terrain. The effect ends if you take damage or make an attack.

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

Primal Communion (Level 15)

Beginning at 15th level, you learn speak with plants, locate creature and commune with nature, and you can cast each one once without expending a spell slot. Once you cast one of these spells with this feature, you can't cast that spell with it again until you finish a long rest.