SIGNING IN

Puntos de Golpe

Dados de Golpe 1d10 por nivel

Competencias

STR , DEX

Ranger (Revised Spell-less)

Nivel Bonificador de Competencia Características Maneuvers Known
1 + 2 Favored Enemy Natural Explorer 0
2 + 2 Favored Enemy Natural Explorer 2
3 + 2 Favored Enemy Natural Explorer 2
4 + 2 Favored Enemy Natural Explorer 2
5 + 3 Favored Enemy Natural Explorer 3
6 + 3 Favored Enemy Natural Explorer 3
7 + 3 Favored Enemy Natural Explorer 3
8 + 3 Favored Enemy Natural Explorer 3
9 + 4 Favored Enemy Natural Explorer 4
10 + 4 Favored Enemy Natural Explorer 4
11 + 4 Favored Enemy Natural Explorer 4
12 + 4 Favored Enemy Natural Explorer 4
13 + 5 Favored Enemy Natural Explorer 5
14 + 5 Favored Enemy Natural Explorer 5
15 + 5 Favored Enemy Natural Explorer 5
16 + 5 Favored Enemy Natural Explorer 5
17 + 6 Favored Enemy Natural Explorer 6
18 + 6 Favored Enemy Natural Explorer 6
19 + 6 Favored Enemy Natural Explorer 6
20 + 6 Favored Enemy Natural Explorer 6

Características de Clase

Nivel 1

Favored Enemy
Natural Explorer

Nivel 10

Hide in Plain Sight

Nivel 11

Ranger Conclave feature

Nivel 12

Ability Score Improvement

Nivel 13

Call Natural Allies
Additional Maneuvers

Nivel 14

Vanish

Nivel 15

Ranger Conclave feature

Nivel 16

Ability Score Improvement

Nivel 17

Relentless
Additional Maneuvers

Nivel 18

Feral Senses

Nivel 19

Ability Score Improvement

Nivel 2

Fighting Style
Combat Superiority

Nivel 20

Foe Slayer

Nivel 3

Ranger Conclave
Primeval Awareness
Poultices

Nivel 4

Ability Score Improvement

Nivel 5

Ranger Conclave feature
Additional Maneuvers

Nivel 6

Greater Favored Enemy

Nivel 7

Ranger Conclave feature

Nivel 8

Ability Score Improvement
Fleet of Foot

Nivel 9

Natural Antivenom
Additional Maneuvers

Competencias

Armor

light

medium

shield

Weapons

simple

martial

Skills

Equipo Inicial

Alternativamente, puedes empezar con: 5d4 × 10|5d4 × 10|Starting Gold

Características de Clase

Favored Enemy (Level 1)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer (Level 1)

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.

  • Your group can't become lost except by magical means.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you find twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style (Level 2)

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. 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.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

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.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Combat Superiority (Level 2)

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Ranger Conclave (Level 3)

At 3rd level, you choose to emulate the ideals and training of a ranger conclave from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Primeval Awareness (Level 3)

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Poultices (Level 3)

At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

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.

Ranger Conclave feature (Level 5)

At 5th level, you gain a feature granted to you by your Ranger Conclave.

Additional Maneuvers (Level 5)

At 5th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

Greater Favored Enemy (Level 6)

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Ranger Conclave feature (Level 7)

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

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.

Fleet of Foot (Level 8)

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Natural Antivenom (Level 9)

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Additional Maneuvers (Level 9)

At 9th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

Ranger Conclave feature (Level 11)

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

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.

Call Natural Allies (Level 13)

Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

  • One beast of challenge rating 2 or lower

  • Two beasts of challenge rating 1 or lower

  • Four beasts of challenge rating 1/2 or lower

  • Eight beasts of challenge rating 1/4 or lower

These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures' statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

Additional Maneuvers (Level 13)

At 13th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

Vanish (Level 14)

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Ranger Conclave feature (Level 15)

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

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.

Relentless (Level 17)

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Additional Maneuvers (Level 17)

At 17th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

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.

Foe Slayer (Level 20)

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Subclases

Características de Subclase

Beast Conclave

Beast Conclave (UA) (Level 3)

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Companion Trait
d6Trait

1

I'm dauntless in the face of adversity.

2

Threaten my friends, threaten me.

3

I stay on alert so others can rest.

4

People see an animal and underestimate me.

5

I have a knack for showing up in the nick of time.

6

I put my friends' needs before my own in all things.

Companion Flaw
d6Flaw

1

If there's food left unattended, I'll eat it.

2

I growl at strangers, and all people except my ranger are strangers to me.

3

Any time is a good time for a belly rub.

4

I'm deathly afraid of water.

5

My idea of hello is a flurry of licks to the face.

6

I jump on creatures to tell them how much I love them.

Coordinated Attack (Level 5)

Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast's Defense (Level 7)

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claw and Fangs (Level 11)

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defense (Level 15)

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Beast Conclave (FF)

Beast Conclave (FF) (Level 3)

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Companion Trait
d6Trait

1

I'm dauntless in the face of adversity.

2

Threaten my friends, threaten me.

3

I stay on alert so others can rest.

4

People see an animal and underestimate me.

5

I have a knack for showing up in the nick of time.

6

I put my friends' needs before my own in all things.

Companion Flaw
d6Flaw

1

If there's food left unattended, I'll eat it.

2

I growl at strangers, and all people except my ranger are strangers to me.

3

Any time is a good time for a belly rub.

4

I'm deathly afraid of water.

5

My idea of hello is a flurry of licks to the face.

6

I jump on creatures to tell them how much I love them.

Extra Attack (Level 5)

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

Coordinated Attack (Level 5)

Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast's Defense (Level 7)

At 7th level, while your companion can see you, it has advantage on all saving throws.

Beast's Offense (Level 7)

At 7th level, your companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Storm of Claw and Fangs (Level 11)

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defense (Level 15)

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Superior Beast's Offense (Level 15)

At 15th level, whenever your beast companion takes the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Deep Stalker Conclave

Deep Stalker Conclave (UA) (Level 3)

Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

Deep Stalker Magic

At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of rangers spells you know.

Deep Stalker Spells
Ranger LevelSpells

3rd

disguise self

5th

rope trick

9th

glyph of warding

13th

greater invisibility

17th

seeming

Underdark Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed and if you use the attack action on that turn, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Extra Attack (Level 5)

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

Iron Mind (Level 7)

At 7th level, you gain proficiency in Wisdom saving throws.

Stalker's Flurry (Level 11)

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. You can gain one additional attack during your turn with this ability.

Stalker's Dodge (Level 15)

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Drakewarden

Drakewarden (Level 3)

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

Drakewarden Origin
d6Origin

1

You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.

2

A secret order of rangers who collect and guard draconic lore taught you their ways.

3

A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.

4

You ingested 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 figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

Draconic Gift

3rd-level Drakewarden feature

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • Thaumaturgy
  • Tongue of Dragons

Drake Companion

3rd-level Drakewarden feature

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever 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, its 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 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.

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.

Extra Attack (Level 5)

5th-level Drakewarden feature

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

Bond of Fang and Scale (Level 7)

7th-level Drakewarden feature

The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

  • Drake Mount

    The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.

  • Magic Fang

    The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.

  • Resistance

    You gain resistance to the damage type chosen for the drake's Draconic Essence.

Drake's Breath (Level 11)

11th-level Drakewarden 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 (your choice doesn't have to match your drake's Draconic Essence). 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 (Level 15)

15th-level Drakewarden 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:

  • Empowered Bite

    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).

  • Large Drake

    The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.

  • Reflexive Resistance

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

Drakewarden (UA)

Drakewarden (Level 3)

Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Spell-less Ranger subclass.

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.

d6Origin

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.

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 Drakewarden 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 on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Extra Attack (Level 5)

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

Bond of Fang and Scale (Level 7)

7th-level Drakewarden 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's Breath (Level 11)

11th-level Drakewarden 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 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Perfected Bond (Level 15)

15th-level Drakewarden 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

Fey Wanderer (Level 3)

Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Spell-less Ranger subclass.

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 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer Spells
Ranger LevelSpells

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
d6Gift

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.

Extra Attack (Level 5)

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

Beguiling Twist (Level 7)

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 (Level 11)

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know 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 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 (Level 15)

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.

Fey Wanderer (UA)

Fey Wanderer (Level 3)

Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Spell-less Ranger subclass.

As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.

Fey Wanderers 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
d6Gift

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

Delicate horns or antlers sprout from your head.

6

Your skin and hair change color to match the season at each dawn.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer Spells
Ranger LevelSpells

3rd

charm person

5th

misty step

9th

dispel magic

13th

banishment

17th

mislead

Cunning Will

3rd-level Fey Wanderer feature

Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.

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

Dreadful Strikes

3rd-level Fey Wanderer feature

You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.

When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.

Extra Attack (Level 5)

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

Blessings of the Courts (Level 7)

7th-level Fey Wanderer feature

You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.

Beguiling Twist (Level 11)

11th-level Fey Wanderer feature

You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever 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 succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

  • The creature takes 3d10 psychic damage.

Misty Presence (Level 15)

15th-level Fey Wanderer feature

You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.

Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.

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.

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells
Ranger LevelSpells

3rd

disguise self

5th

rope trick

9th

fear

13th

greater invisibility

17th

seeming

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

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

Umbral Sight

At 3rd level, 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.

Extra Attack (Level 5)

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

Iron Mind (Level 7)

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

Stalker's Flurry (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, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Horizon Walker

Horizon Walker (Level 3)

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

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

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. 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. When you reach 11th level in this class, the extra damage increases to 2d8.

Extra Attack (Level 5)

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

Ethereal Step (Level 7)

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, 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 (Level 11)

At 11th level, you gain the ability to pass between the planes in the 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 (Level 15)

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Horizon Walker (UA)

Horizon Walker (Level 3)

Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats.

Planar Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

Planar Warrior

At 3rd level, you learn to draw on the energy of the planes to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.

Portal Lore

At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them.

Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher.

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

Extra Attack (Level 5)

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

Ethereal Step (Level 7)

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, 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 (Level 11)

At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.

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 (Level 15)

At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.

Hunter Conclave

Hunter Conclave (UA) (Level 3)

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.

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.

Extra Attack (Level 5)

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

Defensive Tactics (Level 7)

At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.

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: Volley or Whirlwind Attack.

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

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense (Level 15)

At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.

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 a 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

Extra Attack (Level 5)

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

Supernatural Defense (Level 7)

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

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 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.

Slayer's Counter (Level 15)

At 15th level, 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 your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Monster Slayer (UA)

Monster Slayer (Level 3)

Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.

Slayer's Mysticism

You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know.

Monster Slayer Spells
Ranger LevelSpells

3rd

protection from evil and good

5th

zone of truth

9th

magic circle

13th

banishment

17th

planar binding

Slayer's Eye

Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.

In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon.

This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

Extra Attack (Level 5)

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

Supernatural Defense (Level 7)

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Eye forces you to make a saving throw, add 1d6 to your roll.

Relentless Slayer (Level 11)

At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.

Slayer's Counter (Level 15)

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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.

Primeval Guardian (UA)

Primeval Guardian (Level 3)

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.

These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

Primeval Guardian Spells
Ranger LevelSpells

3rd

entangle

5th

enhance ability

9th

conjure animals

13th

giant insect

17th

insect plague

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.

You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.

  • Any speed you have becomes 5 feet, unless the speed was lower.

  • Your reach increases by 5 feet.

  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Extra Attack (Level 5)

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

Ancient Fortitude (Level 7)

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Once you use this feature, you can't use it again until you finish a short or long rest.

Rooted Defense (Level 11)

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura (Level 15)

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Swarmkeeper

Swarmkeeper (Level 3)

Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Spell-less Ranger subclass.

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, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
d4Appearance

1

Swarming insects

2

Miniature twig blights

3

Fluttering birds

4

Playful pixies

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.

It's Your Swarm

A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.

Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!

Swarmkeeper Magic

3rd-level Swarmkeeper feature

You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Swarmkeeper Spells
Ranger LevelSpells

3rd

faerie fire

5th

web

9th

gaseous form

13th

arcane eye

17th

insect plague

Extra Attack (Level 5)

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

Writhing Tide (Level 7)

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 10 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm (Level 11)

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 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 (Level 15)

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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Swarmkeeper (UA)

Swarmkeeper (Level 3)

Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Spell-less Ranger subclass.

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—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.

Swarmkeeper Magic

3rd-level Swarmkeeper feature

You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Swarmkeeper Spells
Ranger LevelSpells

3rd

faerie fire

5th

web

9th

gaseous form

13th

giant insect

17th

insect plague

Gathered Swarm

3rd-level Swarmkeeper feature

You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.

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

Extra Attack (Level 5)

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

Writhing Tide (Level 7)

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:

  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.

  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.

  • You gain a flying speed of 10 feet and can hover.

Scuttling Eyes (Level 11)

11th-level Swarmkeeper feature

As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

Gathered Swarm Improvement (Level 11)

11th-level Swarmkeeper feature

The extra damage from your swarm increases to 2d6.

Storm of Minions (Level 15)

15th-level Swarmkeeper feature

Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.