Points de Vie
Maîtrises
Ranger
| Niveau | Bonus de Maîtrise | Capacités | Favored Enemy |
|---|---|---|---|
| 1 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 |
| 2 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 |
| 3 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 |
| 4 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 |
| 5 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 3 |
| 6 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 3 |
| 7 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 3 |
| 8 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 3 |
| 9 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 |
| 10 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 |
| 11 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 |
| 12 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 |
| 13 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 5 |
| 14 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 5 |
| 15 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 5 |
| 16 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 5 |
| 17 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| 18 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| 19 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| 20 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| Niveau | Bonus de Maîtrise | Capacités | Prepared Spells |
|---|---|---|---|
| 1 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 |
| 2 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 3 |
| 3 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 4 |
| 4 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 5 |
| 5 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| 6 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 6 |
| 7 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 7 |
| 8 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 7 |
| 9 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 9 |
| 10 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 9 |
| 11 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 10 |
| 12 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 10 |
| 13 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 11 |
| 14 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 11 |
| 15 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 12 |
| 16 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 12 |
| 17 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 14 |
| 18 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 14 |
| 19 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 15 |
| 20 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 15 |
Spell Slots per Spell Level
| Niveau | Bonus de Maîtrise | Capacités | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Favored Enemy Weapon Mastery | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Spellcasting Favored Enemy Weapon Mastery | 4 | 3 | 3 | 3 | 2 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 17
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Progression d'Incantation
Maîtrises
light
medium
shield
simple
martial
Équipement de Départ
Capacités de Classe
Spellcasting (Level 1)
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class's description.
Spell Slots
The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus
You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Favored Enemy (Level 1)
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Deft Explorer (Level 2)
Thanks to your travels, you gain the following benefits.
Expertise
Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
Languages
You know two languages of your choice from the language tables in chapter 2.
Fighting Style (Level 2)
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Druidic Warrior
You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Ranger Subclass (Level 3)
You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Roving (Level 6)
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Subclass Feature (Level 7)
You gain a feature from your Ranger Subclass.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Expertise (Level 9)
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Tireless (Level 10)
Primal forces now help fuel you on your journeys, granting you the following benefits.
Temporary Hit Points
As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Decrease Exhaustion
Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Subclass Feature (Level 11)
You gain a feature from your Ranger Subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Relentless Hunter (Level 13)
Taking damage can't break your Concentration on Hunter's Mark.
Nature's Veil (Level 14)
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
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.
Subclass Feature (Level 15)
You gain a feature from your Ranger Subclass.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Precise Hunter (Level 17)
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Feral Senses (Level 18)
Your connection to the forces of nature grants you Blindsight with a range of 30 feet.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Foe Slayer (Level 20)
The damage die of your Hunter's Mark is a d10 rather than a d6.
Multiclassage
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Abysswalker
Amazon
Amazonian Conclave
Amazonian Conclave
Angler
Apex Predator
Apex Predator
Arcane Archer
Beast Master
Beast Master
Beast Master (Level 3)
Bond with a Primal Beast
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat
In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.
Restoring or Replacing the Beast
If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Exceptional Training (Level 7)
When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal damage type.
Bestial Fury (Level 11)
When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.
In addition, the first time each turn it hits a creature under the effect of your Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Share Spells (Level 15)
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
Beast Trainer
Beastborne
Big Game Hunter
Bloodhound
Bloodhound (Level 3)
Follow your Mark to the Bitter End
Rangers recognise the primal connections between all living things, and as a Bloodhound you know precisely how to exploit them to track down your chosen prey. The Western Frontier is home to countless fugitives and war criminals, and House Tharashk trains its best bounty hunters to follow these ancient techniques— while on the other side of the Border Road, Znir hunters and worgs of the Great Pack use the skills of the Bloodhound to track enemies of Droaam.
Bloodhound Spells
When you reach a Ranger level specified in the Bloodhound Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ley Line Tracker
Given your knowledge of the landscape, you can use ley lines as conduits to stretch your magic over vast distances when tracking a target, granting you the following benefits.
Mark Bounty
Whenever you finish a Short or Long Rest, you can single out one creature as your bounty. To mark a creature as your bounty, you must have seen that creature or possess an object that has been in their possession for at least 24 hours. Once on each of your turns you can change your bounty to one creature you can see (no action required).
Masterful Tracking
Your Ranger spells of the Divination school can target your bounty at any distance, even if you cannot see them, unless your bounty is protected from Divination spells (as with Nondetection) or is on another plane of existence.
Unwavering Attention
When you hit your bounty or a creature currently marked by your Hunter's Mark, you deal an extra 1d6 damage. You can deal this extra damage only once per turn. If you deal this damage as part of an Opportunity Attack, you can take a Reaction again from the start of the next creature's turn (instead of on your next turn).
Relentless Pursuit (Level 7)
If your bounty or a creature currently marked by your Hunter's Mark ends its turn more than 5 feet away from you and you can see it, you can use your Reaction to move your speed towards it. This movement does not provoke Opportunity Attacks.
Eyes on the Prize (Level 11)
You focus everything on bringing your chosen target down. When you take the Attack action and target only one creature with all your attacks, you can make an additional attack against that creature. If the additional attack is a melee attack and it hits, the target has either the Grappled or Prone condition (your choice). If the additional attack is a ranged attack and it hits, the target has the Prone condition.
Nowhere to Hide (Level 15)
Illusions and other magical concealments cannot hinder your pursuit. You can cast True Seeing on yourself without expending a spell slot or material components. If you do so, you can't do so again until you finish a Short or Long Rest.
Additionally, when you use your Ley Line Tracker feature to target your bounty, you are not affected by magic that conceals your bounty from your Divination spells.
Bog Phantom
Bonecarver
Bounty Hunter
Bounty Hunter
Bounty Hunter
Bounty Hunter (Level 3)
Hunt Down Fugitives with Impunity
When there's a price on someone's head, a Bounty Hunter comes to collect. A fugitive can hop on a starship and, with some luck, leap several jurisdictions in a single day and hide out somewhere on the Galactic Frontier. Bounty Hunters cut through the red tape of extradition and track criminals wherever they go, bringing in even the most dangerous foes alive.
Bounty Hunter's Mark
You can spend 10 minutes casting Hunter's Mark to track a creature that is familiar to you or that has been described to you in detail. When you cast the spell in this way, it has the following differences.
Extended Duration
The spell's duration becomes Concentration, up to 24 hours for this casting. The spell ends if the target drops to 0 Hit Points.
Nonlethal
If you reduce the marked creature to 0 Hit Points with a spell or a ranged attack roll, you can knock the target out, as you would with a Melee weapon.
Tracking Fob
You have a tracking device configured to track the target while it is marked and on the same plane of existence as you. The device beeps intermittently to indicate the direction and distance to the target.
Cornered Quarry
When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if there are no allies of the target within 5 feet of it. You can deal this extra damage only once per turn.
Threat Assessment (Level 7)
You have Advantage on saving throws against effects caused by the creature currently marked by your Hunter's Mark.
Takedown Tactics (Level 11)
Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can deal an extra 2d6 Force damage and you can choose one of the following effects. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a Long Rest.
Dazed
The target has Disadvantage on its next saving throw before the start of your next turn.
Prone
The target has the Prone condition if it is Huge or smaller.
Hobbled
The target's Speed is reduced to 0 until the start of your next turn.
Perilous Dodge (Level 15)
When a creature hits you with an attack roll, you can take a Reaction to apply a -10 penalty to the attack roll.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Bounty Hunter
Bounty Hunter
Buccaneer
Burghal Explorer
Conclave of the Cinderwatch
Cowpoke
Cowpoke (Level 3)
When we think of a protector of the natural world against those who mistreat it or wish to harm it, when we think of gaining magic through the connection with nature itself, when we think of unlocking the secrets that allow one to not only survive but thrive far from civilization, we rarely think of the Cowpoke, but those who belong to this oft-ignored conclave are Rangers just as prodigious as any other.
The first Cowpoke Rangers did not follow the traditional creation of conclaves; rather, Ranger magic found them. Cowpokes protected their ranches and their cattle. They respected the land and learned its secrets so they could survive. They bonded with their animal companions. And that was enough for the first traces of Ranger magic to manifest in these newborn Rangers. Years of refinement, perfecting, and teaching have made of this emerging Ranger way a true conclave, complete with masters, disciples, and traditions and lessons to follow.
Those who foolishly believe Cowpokes lack the mysticism of other Rangers fail to look at them with eyes unclouded by preconceived notions of what a Ranger can be. Cowpokes hear the whispers of the plains and speak back, they feel the primal emotions that govern the actions of the cattle they tend to, and they know of the deep, unknowable magic that watches expectantly, waiting just at the edge of the light of the campfire.
Cowpoke Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cowpoke Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Cowpoke Marksmanship
When you choose this archetype at 3rd level, you gain proficiency with firearms. Additionally, you also gain proficiency with Tinker's Tools, allowing you to craft ammunition for any firearm for half the price it costs to buy it. Crafting a set of 10 rounds of ammunition takes 1 hour.
Beast Whisperer
Your expertise and know-how in dealing with animals allows you to create a supernatural bond with any Beast. As an action, you can attempt to befriend a Beast that can see and hear you and is within 30 feet of you. You must make a Wisdom (Animal Handling) check. The DC for this check equals 10 + the CR of the Beast, rounding up.
If the check is successful, the Beast is Friendly to you, trusts you, and will heed some of your commands, within reason. The Beast won't attack your enemies, and it won't engage in any action that will lead to its certain death. The Beast can, among other things, bring you an object out of your reach, carry a message to someone it could reasonably find, indicate the way of a location it knows, scout ahead, or, if its biology permits it, carry you and be used as a mount. If you choose to mount it, the Beast gains +10 feet to its Speed, and you gain a +1 bonus to your weapon and spell attack rolls while you are mounted.
Willingly harming the Beast will make it stop seeing you as a friend, at which point it might turn Hostile, depending on the nature of the Beast in question, at the GM's discretion. The Beast will not leave the general area where it lives by more than 100 feet: for example, befriending an elk that lives in a particular forest means the elk won't follow you anymore once you are 100 feet away from the forest it calls home.
Hot Hand (Level 7)
Your expertise with firearms grows, making you an even more prodigious marksman. The range of all firearms is increased by 10 feet for you, and you ignore the Loading property of firearms with which you are proficient.
Magical Bull's-Eye (Level 11)
At 11th level, you gain the ability to infuse your bullets with your own magic, allowing you to take a shot so precise it supernaturally tracks its target. When taking the Attack action with a firearm, you can spend one of your spell slots to empower this attack. When you do so, this attack gains a bonus to its attack roll equal to the level of the spell slot used and a bonus to the damage roll equal to three times the level of the spell slot used. The attack also ignores any bonuses from Half Cover, and is not made at Disadvantage when firing at long range or against an enemy within 5 feet of you.
Arcane Quick Draw (Level 15)
Spellcasting and shooting have become so natural to you that you are able to weave one with the other seamlessly. When you make a ranged weapon attack using a firearm against one creature, you can cast one spell you know as part of the same action. You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this ability after finishing a Long Rest.
Cronesguard
Dark Trapper
Darksong Knight
Deadeye Sniper
Ranger Variants (Level 3)
Deadeye Sniper (Level 3)
The distant cough of a concussion rifle, the wet thud of an impact, and an extremely recent widow screaming in terror: these are usually the only sounds indicating that a deadeye sniper has paid a visit. Such rangers are infamous for their uncanny accuracy with a blaster at all ranges, but prefer to be far away from their targets, carefully lining up crosshairs before pulling the trigger. If at all possible, a sniper is an unseen foe, using range and stealth in equal measure to pick off their foes.
No-Scope
When you choose this archetype at 3rd level, you ignore the Sighted property of weapons you wield.
One Shot, One Kill
Also at 3rd level, you begin to practice a style of combat that promotes precision over volume of attacks. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 damage to the target if you haven't moved since the beginning of your last turn.
Concealed Position (Level 7)
At 7th level, given enough time, you can prepare hidden sniper nests. A sniper nest takes 10 minutes to construct and occupies a 10-foot square area. While inside the nest, you have three-quarters cover and can see out of it unhindered. Neither you nor the nest can be seen by any creature or sensor more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of solid material. A creature within 10 feet of the nest can detect its presence with an Intelligence (Investigation) check against your spell save DC. Once you leave a nest, you can't benefit from it again.
Overwatch (Level 11)
Beginning at 11th level, if you are wielding a ranged weapon, and a hostile creature that you can see moves into or within the normal range of that weapon, you can use your reaction to make an opportunity attack against that creature using your ranged weapon.
Disappear (Level 15)
By 15th level, you are a true master of stealth, capable of fading into thin air. As a reaction when you take damage, you can use this ability to move up to 5 feet without provoking opportunity attacks and become invisible until the beginning of your next turn.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest.
Dervish
Desecrator
Dragoon
Drakewarden
Drakewarden
Drakewarden (Level 3)
Form an Unbreakable Bond with a Draconic Spirit
As a Drakewarden, you form a mystical bond with a draconic spirit that grants you a powerful companion—a drake. This loyal creature starts small but grows alongside you, ultimately becoming a majestic ally capable of flight and battle. Your connection to draconic lore enhances your abilities, often forged through ancient rituals or rare artifacts. As your drake matures, your mastery of dragon magic increases, making you a formidable presence in both wilderness and combat.
| d6 | Origin |
|---|---|
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. | |
A secret order of rangers who collect and guard draconic lore taught you their ways. | |
A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. | |
You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power. | |
An ancient Draconic inscription on a standing stone empowered you when you read it aloud. | |
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. |
Drake Companion
As a Magic Action, you magically summon a drake, bound to you through ancient draconic magic. It appears in an unoccupied space of your choice within 30 feet of you.
The drake uses the Drake Companion stat block. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You determine the drake's appearance, such as its color, scale texture, or other visual effects of its 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 have the Incapacitated condition, 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 to summon it.
Draconic Gift
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
Bond of Fang and Scale (Level 7)
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 Fly Speed equal to its Speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
- Drake Mount
- Magic Fang
- Resistance
Drake's Breath (Level 11)
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)
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
- Large Drake
- Reflexive Resistance
Dreamcatcher
Drone Master
Druidic Guardian
Dunestrider
Extreme Explorer
Fey Protector
Fey Trapper
Fey Wanderer
Fey Wanderer
Fey Wanderer (Level 3)
Wield Fey Mirth and Fury
A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. 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
You can augment your weapon strikes with mind-scarring magic drawn from the murky 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 Ranger level 11.
Fey Wanderer Spells
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.
| 1d6 | Gift |
|---|---|
1 | Illusory butterflies flutter around you while you take a Short or Long Rest. |
2 | Flowers bloom 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 each dawn. |
Otherworldly Glamour
Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.
Beguiling Twist (Level 7)
The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, you can take a Reaction to force a different creature you can see within 120 feet of yourself to make a Wisdom save against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Fey Reinforcements (Level 11)
You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way 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)
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 yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Feyfriend
Field Marshal
Fire Keeper
Freerunner
Freerunner (Level 3)
Use Momentum to Strike your Foes
Agile, evasive, and unmoored from the constraints that slow down other Rangers, the archetypal Freerunner is supremely nimble and capable of crossing terrain faster than anyone else. They accomplish this through a skilled combination of dashing, leaping, and climbing that guides them down clever paths through their environments. Moreover, an adept Freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with impacts from unexpected directions.
Acrobatic Mobility
You have trained extensively to move freely over and through any terrain using only the abilities of the body. You gain proficiency and Expertise in the Acrobatics skill.
Freerunning
You have mastered a number of freerunning techniques to navigate obstacles. You can use the following techniques a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a Short or Long Rest.
Slide
Once on each of your turns, you can move up to 15 feet horizontally without provoking Opportunity Attacks (no action required). For this movement, you can move through the space of another creature, but you can't stop in the same space.
Vault
Once on each of your turns, you can jump up to 15 feet without expending movement (no action required). The first time you fall on the current turn, reduce any damage you take from the fall by an amount equal to five times your Ranger level.
Momentum
You gain Momentum when you move through an enemy's space, leave an enemy's reach, or move 15 feet or more on your turn. When you hit a creature with a weapon, you can expend your Momentum to deal an extra 1d6 damage to the target. This damage is the same type dealt by the weapon.
You can have only one Momentum at a time. At the end of your turn, you lose any unexpended Momentum.
Evasive Fighter (Level 7)
When you use a freerunning technique, you gain a +2 bonus to AC until the start of your next turn.
Hit and Run (Level 11)
The extra damage from your Momentum increases to 2d6.
Tumbling Escape (Level 15)
When you make a Dexterity saving throw against an effect with an area of effect, you can take a Reaction to move up to 10 feet without provoking Opportunity Attacks, potentially leaving the effect's area.
Freerunner
Freerunner
Frozen Prowler
Geomancer
Geomancer
Ghost Walker
Ghost Walker (Level 3)
Walk Among the Dead
Ghost Walkers have been raised to love the barrier between life and death. Their love has manifested in them becoming more ghostly than other rangers.
Ghost Walker Spells
When you reach a Ranger level specified in the Ghost Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Ghostly Resilience
Your ghostly connection grants you advantage on saving throws to avoid or end being Charmed, Frightened, Paralyzed, and Possessed.
Ghost Run
You can take the Dash and Disengage action as a Bonus Action.
Additionally, after taking the Dash or Disengage action, you can move through other creatures and objects as if it were Difficult Terrain. If you end your turn in an occupied space, you take 1d10 force damage, which cannot be reduced, and are moved to the closest unoccupied space.
Spiritual Steps (Level 7)
Stepping temporarily into the ethereal realm, you can cast Misty Step without expending a spell slot.
You can use this feature a number of times equal to your Wisdom modifier, regaining all uses when you finish a Long Rest.
Clingy Ghost (Level 11)
You gain a climb speed equal to your walking speed. This climbing speed allows you to walk along walls and ceilings without issue.
Additionally, you learn and can cast Levitate without expending a spell slot. When casting it in this way you can only target yourself.
Ghostly Presence (Level 15)
You emit a ghostly presence. When you take the Dash or Disengage action, all enemy creatures you move within 5 feet of must succeed a Constitution saving throw or take 2d10 cold, necrotic, or radiant (your choice) damage or half as much on a successful save. A creature cannot take this damage more than once per round.
Gloom Stalker
Gloom Stalker
Gloom Stalker (Level 3)
Draw on Shadow Magic to Fight Your Foes
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Dread Ambusher
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
Ambusher's Leap
At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
Dreadful Strike
When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Initiative Bonus
When you roll Initiative, you can add your Wisdom modifier to the roll.
Gloom Stalker Spells
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Umbral Sight
You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.
You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.
Iron Mind (Level 7)
You have honed your ability to resist mind-altering powers. 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)
The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects.
Sudden Strike
You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is within the weapon's range.
Mass Fear
The target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.
Shadowy Dodge (Level 15)
When a creature makes an attack roll against you, you can take a Reaction to impose Disadvantage on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.
Goose Guardian
Gravetender
Green Reaper
Green Reaper
Green Reaper (Level 3)
Slay with Nature's Venom
Green Reapers are assassins who specialize in harnessing the toxic elements of flora and fauna. These Rangers often work as killers for hire utilizing their extensive knowledge to end lives discreetly or with gory panache, depending on the poison used and the client's wishes. Green Reapers exhibit a morbid curiosity when encountering a toxin they're unfamiliar with, typically followed by an enthusiastic application of the substance on their next foe.
Envenomed Attack
As a Bonus Action, you can apply a poison dose to a weapon or up to 20 pieces of ammunition. Once applied, the poison retains its potency for 1 minute. Your attacks with the poisoned item deal an extra 1d4 Poison damage on a hit.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
At Ranger level 11, the extra Poison damage increases to 2d4, and you regain all expended uses when you finish a Short or Long Rest.
Toxic Tradecraft
You gain a Poisoner's Kit, and you have proficiency with it. In addition, your Proficiency Bonus is doubled for ability checks with a Poisoner's Kit. If you lose the kit, you can harvest toxic flora and venomous fauna for 1 hour to magically create a replacement. This harvest can be performed during a Short or Long Rest, and it destroys the previous Poisoner's Kit.
Once per turn when you deal Poison damage to a creature with a weapon attack, you can expend a spell slot (no action required). The attack deals an extra 1d6 Poison damage and the target gains the Poisoned condition until the end of your next turn. You may also add a Toxin Effect, chosen from the appropriate list below. All Toxin Effects last until the end of your next turn, unless its description states otherwise.
Level 1 Spell Slot Effects
When you expend a level 1+ spell slot, choose one of the following effects to add to the toxin.
Attenuate
While a creature has the Poisoned condition from this toxin, it has Disadvantage on Strength and Dexterity saving throws.
Befuddled
While a creature has the Poisoned condition from this toxin, it can't speak, read, or write and it has Disadvantage on saving throws made to maintain Concentration on spells.
Level 2 Spell Slot Effects
When you expend a level 2+ spell slot, choose one of the following effects to add to the toxin.
Debilitate
For 1 minute, the creature can't regain Hit Points.
Potent
For 1 minute, the creature loses Resistance to Poison damage.
Suffer
For 1 minute, the first time on each turn the creature takes Poison damage, it takes an extra 1d6 Poison damage.
Level 3 Spell Slot Effects
When you expend a level 3+ spell slot, choose one of the following effects to add to the toxin.
Lingering
Instead of ending at the end of your next turn, the creature has the Poisoned condition for 10 minutes. During this time it has Disadvantage on saving throws to end the Poisoned condition on itself. At the end of each of the creature's turns, it can make a Constitution saving throw to end the Poisoned condition.
Supernatural
When you deal damage to a creature with a poisoned item, the creature loses Immunity to the Poisoned condition and then has the Poisoned condition for 1 minute. At the end of each of the creature's turns, it can make a Constitution saving throw to end the Poisoned condition and regain its Immunity to the Poisoned condition.
Level 4 Spell Slot Effects
When you expend a level 4+ spell slot, choose one of the following effects to add to the toxin.
Flesh Eating
For 1 minute, the creature has the Poisoned condition. While a creature has the Posioned condition from this toxin, it takes 2d6 Acid damage at the start of each of its turns.
Insensate
While a creature has the Poisoned condition from this toxin, it also has the Blinded and Deafened conditions.
Paraplegia
While a creature has the Poisoned condition from this toxin, its Speed is reduced to 0 and it has Disadvantage on Dexterity saving throws.
Level 5 Spell Slot Effects
When you expend a level 5 spell slot, choose one of the following effects to add to the toxin.
Enhanced
Apply one option from the Level 4 Spell Slot Effects list, and an additional option from either the Level 1 or Level 2 Spell Slot Effects list.
Stinging Application
For 1 minute, once per turn, when you hit a creature with a poisoned item, the attack deals an extra 5d6 damage. The damage type is your choice of Acid, Necrotic, or Poison.
Green Reaper Spells
When you reach a Ranger level specified in the Green Reaper Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Poison Control (Level 7)
You gain Resistance to Poison damage and have Advantage on saving throws to avoid or end the Poisoned condition.
In addition, you can cast the Protection from Poison spell 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.
Variegated Vexations (Level 11)
Whenever you would deal Poison damage with a weapon attack, you can change that damage to be either Acid or Necrotic instead.
Pain Tolerance (Level 15)
You have learned to quickly inure yourself against harm. Immediately before you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to gain Temporary Hit Points equal to the damage you take. If any of these Temporary Hit Points remain at the end of your next turn, they vanish.
Griffon Scout
Grim Harbinger
Grim Harbinger (Level 3)
Seal Fate as an Omen of Doom
Grim harbingers wander places touched by death, serving as both a watcher of the dead and the herald of doom for those whose lives are running out. At their side is a guardian spirit and omen of death known as a grim, a constant companion that aids in performing their shared, grave duty.
Grim Harbinger Spells
When you reach a Ranger level specified in the Grim Harbinger Spells table, you thereafter always have the listed spell prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Omen of Doom
As a Bonus Action, you target a creature you can see within 90 feet of you and magically seal its doom for 1 hour. Once per turn when you hit the doomed target with an attack, it takes an extra 1d6 Necrotic damage.
In addition, a ghostly creature called the Grim appears in an unoccupied space within 30 feet of the target. Grims most often appear as black, spectral hounds, but you can choose an appearance appropriate to its stat block.
The grim is Friendly to you and your allies, and it obeys your commands. It vanishes if you die, when the doomed creature dies, when it is reduced to 0 Hit Points, or when you use this feature again.
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 Short or Long Rest. You can also expend a spell slot to restore an expended use (no action required).
The Grim in Combat
In combat, the grim acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also command it as part of the Bonus Action you take to use Omen of Doom, or you can sacrifice one of your attacks when you take the Attack action to command the grim to take the Ominous Rend action. If you have the Incapacitated condition, the grim acts on its own and is not limited to the Dodge action.
Harbinger of Doom (Level 7)
Your control over doom grows stronger, granting the following benefits.
Graveyard Hunter
The Grim's Ominous Rend action deals an extra 1d6 Necrotic damage on a hit.
Mortal Reminder
When you deal damage to a creature doomed by your Omen of Doom, you can change the damage type to Necrotic.
Mounting Dread
Necrotic damage dealt by you or the grim ignores Resistance.
Grave Bond (Level 11)
You draw deeper strength from the grave. You gain the following benefits.
Ghastly Hound
The grim gains Resistance to Bludgeoning, Piercing, and Slashing damage.
Grave Fortitude
You gain Resistance to Necrotic damage.
Inescapable Fate
When the target of your Omen of Doom succeeds on a saving throw, you can take a Reaction to force it to reroll the save with Disadvantage and use the new roll. Once you cause a save to fail with this benefit, you can't use it again until the current Omen of Doom ends.
Sealed Fate (Level 15)
The strength of your Omen of Doom reaches its peak, granting the following benefits while it is active.
Jaws of Doom
The Grim's Ominous Rend action deals an extra 1d6 Necrotic damage (for a total of 2d6 extra damage).
Marked for Death
When you use Omen of Doom, you can force the target to make a Charisma saving throw against your spell save DC. On a failed save, until the current Omen of Doom ends, the target has Vulnerability to damage dealt by the grim and to the extra damage you deal with Omen of Doom. Once you use this benefit, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4+ spell slot (no action required).
Grim Harbinger
Grim Slayer
Grim Warden
Grove Warden
Guerilla
Gunslinger
Gunslinger
Haunted Warden
Herbalist
Highwayman
Hive Lord Conclave
Horizon Walker
Horizon Walker
Horizon Walker (Level 3)
Stand as the Defender Between Worlds
Horizon Walkers are rangers who guard the boundaries between planes, protecting the mortal world from interdimensional threats. Drawn to hidden portals, they venture into strange realms to face enemies wielding otherworldly magic. Their expertise in planar travel and their alliances with powerful beings like dragons, fey, and elemental forces help them maintain the order of the multiverse. Equipped with magic that lets them cross between worlds, Horizon Walkers defend against disruptions that threaten the natural order.
Horizon Walker Magic
Your travels through the multiverse ensure you always have certain spells ready; when you reach a Ranger level specified in the Horizon Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Detect Outer Anomaly
You gain the ability to magically perceive the presence of interplanar threats. As a Magic action, you can open your senses in one of the following ways (your choice when taking this action):
- Detect Planar Invader
- Detect Planar Portal
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a Long Rest.
Planar Warrior
You learn to harness the energy of the multiverse to enhance your attacks. Once per turn, when you hit a creature with a weapon attack, you can convert all damage from the attack into Force damage, and the creature takes an additional 1d6 Force damage.
The extra damage increases to 2d6 when you reach level 11 in this class.
Ethereal Step (Level 7)
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)
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)
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 take a Reaction to give yourself Resistance to all of that attack's damage. Until the start of your next turn, you have Resistance to one damage type dealt by the triggering attack.
Hound of the Huntsman
Hunter
Hunter
Hunter (Level 3)
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.
Hunter's Prey
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Colossus Slayer
Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn.
Horde Breaker
Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon's range, and that you haven't attacked this turn.
Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Defensive Tactics (Level 7)
You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.
Escape the Horde
Opportunity Attacks have Disadvantage against you.
Multiattack Defense
When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Superior Hunter's Prey (Level 11)
Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.
Superior Hunter's Defense (Level 15)
When you take damage, you can take a Reaction to give yourself Resistance to that damage and any other damage of the same type until the end of the current turn.
Infernal Rider
Leviathan Hunter
Lightcaller
Lunar Warden
Mariner
Marshwarden
Master Thrower
Mistveil Conclave
Monster Hunter
Monster Slayer
Monster Slayer
Monster Slayer (Level 3)
Strike Fear into the Hearts of Malevolent Horrors
As a Monster Slayer, you dedicate your life to tracking and defeating the horrors that hide in the shadows, such as vampires, dragons, fiends, and malevolent fey. Equipped with supernatural techniques and a deep knowledge of your enemies, you excel at uncovering and overcoming even the strongest foes. More than mere warriors, Monster Slayers are experts in the lore of dark creatures, using their insights to exploit weaknesses and develop effective strategies in battle. With each hunt, you grow increasingly formidable, combining skill and cunning to keep the forces of darkness at bay.
Monster Slayer Magic
Your training to hunt monsters ensures you always have certain spells ready; when you reach a Ranger level specified in the Monster Slayer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Slayer's Prey
You can focus your ire on one foe, increasing the harm you inflict on it. The first time each turn that you hit a creature affected by your Hunter's Mark spell with an attack, it takes an extra 1d6 Necrotic or Radiant damage (your choice when you deal the damage).
Slayer's Sense
Your keen senses give you a supernatural knowing. As a result, whenever you make an Intelligence 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: Arcana, History, Religion, or Nature.
Supernatural Defense (Level 7)
You gain extra resilience against the assaults of your prey on your mind and body.
- Escaping Horrors
- Free Casting
Magic-User's Nemesis (Level 11)
You gain the ability to thwart someone else's magic. When you see a creature within 60 feet of you casting a spell or teleporting, you can take a 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)
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw, you can take a 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 Tamer
Nentyar Hunter
Nightstalker
Nomad
Paradox Hunter
Pledge Bonded Conclave
Poacher
Predator
Primordial Archer
Primordial Archer (Level 3)
Channel the Wrath of the Wilds
In the areas of Etharis where nature still holds sway, many cling to the ancient customs of woodland hunters and witches. Marking themselves with wild plants and bone needles, theirs is a tradition of cunning, cruelty, and reprisal against all trespassers. Unlike the Druids, these wood witches twist natural magic into hexes, imbuing their weapons with nature's fury.
Elemental Arrows
As a Bonus Action, you can imbue a Longbow or Shortbow with elemental energy for 1 minute. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the imbued weapon deals damage of the selected type instead of its normal type and deals an extra 1d6 damage of the chosen type when it hits. At the start of each of your turns, you can change this choice.
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.
Herbal Lore
You gain an Herbalism Kit and are proficient with it. You can use the Herbalism Kit as a Bonus Action to stabilize an Unconscious creature within 5 feet of you that has 0 Hit Points as if using a Healer's Kit without needing to make a Wisdom (Medicine) check. If you take a Utilize action, an Unconscious creature within 5 feet of you that has 0 Hit Points gains 1 Hit Point instead.
Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Primordial Archer Spells
When you reach a Ranger level specified in the Primordial Archer Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Weave the Elements (Level 7)
With 1 hour of work or when you finish a Long Rest, you can use an Herbalism Kit to mark yourself with elemental patterns. You gain Resistance to one of the following damage types of your choice until you finish a Long Rest: Acid, Cold, Fire, Lightning, or Thunder.
Witching Arrows (Level 11)
You gain the ability to imbue curses into your arrows. Once per turn when you hit a creature with a ranged attack using a Longbow or Shortbow, you can expend a level 1+ spell slot to choose one of the following effects (no action required). The listed damage increases by 2d6 for each spell slot above 1.
Arcing Shot
Electricity crackles around the arrow. Make a ranged attack roll with the same weapon against a second creature within 30 feet of the first that is also within your range. Each creature hit takes 2d6 Lightning damage.
Entangling Shot
The wooden shaft of the arrow sprouts tiny green leaves. The target must succeed on a Strength saving throw against your spell save DC. On a failed save, the target takes 2d6 Piercing damage and has the Restrained condition for 1 minute. On a successful save, the creature takes the damage only. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Hexing Shot
The magic surrounding your arrow clouds the mind of your target. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 2d6 Psychic damage and gains the Charmed or Frightened condition for 1 minute (your choice). The creature can repeat the save at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage only.
Viper Shot
The arrow transforms into a hissing serpent. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d6 Poison damage and has the Poisoned condition for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. On a successful save, the creature takes half as much damage only.
Primordial Magic (Level 15)
Taking damage can't break your Concentration on any Ranger spells you cast.
In addition, you can take a Bonus Action to change the damage type you chose for the Weave the Elements feature to a different damage type in the list. When you do, you can choose a creature that you can see within 30 feet of yourself. That creature must succeed on a Constitution saving throw or take 6d6 damage of the either damage type (your choice).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Pursuer
Rat King
Reconnaissance Scout
Ranger Variants (Level 3)
Reconnaissance Scout (Level 3)
The 'verse is harsh, alien, and above all, unspeakably vast, and reconnaissance rangers task themselves with being the first to explore it. When a ship comes out of a blind void jump, it's far more likely to find itself orbiting a previously-undiscovered planet or star system than it is to be remotely near civilization. This is the time for a landing party.
Recon rangers lead landing parties through harsh, unfamiliar territories, derelict spacecraft, and deadly warzones. They are experts in identifying danger before it strikes and use every tool available to them to survive.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Piloting skill.
Recon Drone
At 3rd level, you gain a drone controller magic item linked to a recon drone. You can use your action to command this drone to fly to its maximum altitude and look out for danger, granting you advantage on initiative rolls against threats that the drone detects. Your drone remains in lookout mode, hovering high above you, until you command it to return to you.
Dodge Roll (Level 7)
Beginning at 7th level, you can use your bonus action to move up to 15 feet. This movement doesn't provoke opportunity attacks, ignores difficult terrain, and can move you through hostile creature's spaces, as long as you do not end your movement there.
You can use this ability a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a long rest.
Piercing Blast (Level 11)
At 11th level, you can use your action to focus a blaster's shots to penetrate through its targets. You fire a 5-foot wide energetic blast, extending in a line out to the normal range of your blaster in a direction that you choose. Each creature in the line must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier). A creature takes the blaster's damage on a failed save, or half as much damage on a successful one.
Energetic Body Armor (Level 15)
By 15th level, you wear an advanced shielding system which protects you from harm. Your shield grants you resistance to one of the following damage types of your choice: cold, fire, lightning, necrotic, or radiant. You can change this selection as a bonus action.
Rocborne
Rōnin
Sanctified Stalker
Seedmaster
Shadow Hunter Conclave
Shared Form
Shooting Star
Shooting Star
Siege Beast Master
Sky Piercer
Slaver
Snake Speaker
Soulkeeper
Spear of the Weald
Spellbreaker
Spellbreaker
Spirit Guardian
Spirit Guardian
Stargazer
Stargazer
Stone Singer
Stormcaller
Stormcaller
Sun Striker
Swarmkeeper
Swarmkeeper
Swarmkeeper (Level 3)
Dance Among Spirits and Create Unity
As a Swarmkeeper, you share a deep bond with a swarm of nature spirits, using their power to enhance your abilities in battle and strengthen your connection to the environment. This magical swarm acts as both a formidable ally and a loyal companion. Some Swarmkeepers prefer solitude with their ethereal allies, while others thrive in communities that benefit from their bonds. Your connection to the swarm allows you to channel its energy for protection and battlefield control. Whether in isolation or among a vibrant community, your bond with nature grants you unique powers, making you a formidable guardian of the wild.
Swarmkeeper Magic
You know the Mage Hand cantrip. When you cast it, the hand takes the form of your swarming nature spirits. It counts as a Ranger cantrip for you, and Wisdom is your spellcasting ability for it.
Also, your connection to your Swarm ensures you always have certain spells ready; when you reach a Ranger level specified in the Swarmkeeper Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Prepared Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Gathered Swarm
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance (swarming insects, miniature twig blights, fluttering birds, playful pixies, etc).
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:
- Damage
- Forced Movement
- Carrying Swarm
Writhing Tide (Level 7)
You can condense part of your swarm into a focused mass that lifts you up. As a Bonus Action, you gain a Fly Speed of 10 feet and can Hover. This effect lasts for 1 minute or until you have the Incapacitated condition.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Mighty Swarm (Level 11)
Your Gathered Swarm grows mightier in the following ways:
- Damage
- Forced Movement
- Carrying Swarm.
Swarming Dispersal (Level 15)
You can discorporate into your swarm, avoiding danger. When you take damage, you can take a Reaction to give yourself Resistance to that damage type until the end of that turn. 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 Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.
Torturer Conclave
Trail Warden
Trail Warden (Level 3)
Wanting to become a hero is a noble aim, but no one remembers the guy who died of dysentery on his way to the dungeon.
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren't mere bodyguards or tour guides. Trail Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization's protective grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Trail Warden Spells
When you reach a Ranger level specified in the Trailwarden Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Coordinated Tactics
You have an innate understanding of coordinating teamwork. It is represented by your Teamwork Die, which is used in the powers you have from this subclass. The Teamwork Die table shows the die size when you reach certain Ranger levels.
At the start of your turn, roll your Teamwork Die and use that result for it until the start of your next turn when you reroll it.
Coordinated Strikes
When another creature you can see hits a target with an attack roll, you can take a Reaction to roll your Teamwork Die and add the number rolled to the attack's damage against the target. The damage is of the same type dealt by the original attack.
Coordinated Tactics
You grant your allies the ability to harmonize their positions on the battlefield. At the start of your turn, after you roll your Teamwork Die you can choose any number of willing creatures within 60 feet of you that can see you. Each of the chosen creatures can take a Reaction to move up to a number of feet equal to 5 times the number rolled or up to its Speed, whichever is lower. This movement doesn't provoke Opportunity Attacks and ignores Difficult Terrain.
| Ranger Level | Teamwork Die |
|---|---|
3 | D6 |
11 | D8 |
17 | D10 |
Lead the Way
When you make an ability check with a skill proficiency in which you have Expertise and succeed, you can choose other creatures within 60 feet of yourself. Until the start of your next turn, each of the chosen creatures gains a bonus to the same check equal to a roll of your Teamwork Die.
Tactical Assault (Level 7)
Your ability to direct the movement and attacks of your allies improves.
Each ally you choose with your Coordinate Tactics feature that can see or hear you gains one of the following benefits of their choice.
Guardian Maneuver
Until the start of your next turn, the first time the ally takes damage, they can reduce the damage taken by the number rolled on your Teamwork Die.
Recon Maneuver
When an ally takes a Reaction to move, it can take the Hide action as part of that Reaction. It gains a bonus to the Dexterity (Stealth) check equal to the number rolled on your Teamwork Die.
Coordinated Effort (Level 11)
When you roll Initiative, you can roll your Teamwork Die if you don't have the Incapacitated condition; you and each ally within 30 feet of you that can see or hear you gains a bonus to Initiative equal to the number rolled.
Group Assault (Level 15)
You coordinate your allies in their attacks against a powerful foe. If you take the Attack action and each attack you make is against the same target, you can choose other creatures within 60 feet of yourself. Each of the chosen creatures gains a bonus to one attack roll and damage roll equal to the number rolled on your Teamwork Die against the same target.
Trailblazer
Trapper
Trophy Hunter
Urban Ranger
Urban Soul
Vampire Slayer
Vermin Lord
Vermin Lord
Vermin Lord (Level 3)
Grow Powerful from Strength in Numbers
Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them battle greater evils. For many of these Rangers, that greater evil is some kind of societal ill, but a rare few see their fellow Humanoids as an infestation that threatens the natural world. Regardless of their goal, they make their homes in sewers, slums, and other forgotten places where they are free to plot against their enemies and tend to their verminkin.
Verminkin
You can comprehend and verbally communicate with Tiny Beasts.
As a Magic action, you can expend a spell slot to summon vermin swarms. You summon a number of swarms equal to the slot's level for 1 hour. Each swarm is summoned to an unoccupied space you can see within 30 feet of yourself. A swarm uses the Swarm of Vermin stat block.
In combat, each swarm acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can command each swarm with a single Bonus Action.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Swarming Strikes
As a Bonus Action, you can command all of your swarms to make an Attack action instead of just one. Alternatively, a single swarm can attack twice instead of once when it takes the Attack action.
You can use this feature a number of times equal to your Wisdom modifier plus your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Vermin Lord Spells
When you reach a Ranger level specified in the Vermin Lord Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Filth and Fortitude (Level 7)
The time you've spent with plague-bearing rodents has rendered you Immune to the Poisoned conditions. Additionally, you gain proficiency in Constitution saving throws.
Infectious Spread (Level 11)
Strength of the Swarm (Level 15)
You can call on your rodent minions for defense. When you take damage from a creature you can see within 10 feet of yourself, you can take a Reaction to direct the damage toward a swarm you control you can see within 5 feet of yourself.
Versatilist
Vigilante
Warden Conclave
Wasteland Strider
Wasteland Wanderer
Wasterider
Wave Guard
Wave Guard (Level 3)
Wave Guards are rangers who protect the seas from harm from humanoid activity. In return the seas grant them a connection to the water itself. Harnessing this connection, they become a destructive, yet also soothing, force of nature.
Wave Guard Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wave Guard Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Of the Seas
Also at 3rd level, you have grown accustomed to life around the seas. Because of this you gain a swimming speed equal to your base speed. In addition to that you can also hold your breath for up to 10 minutes.
Water Whip
Also at 3rd level, your connection to the seas has allowed you to harness the water in the earth and skies. As a Bonus Action you can now summon a Water Whip, which is a finesse melee weapon, with 10 foot reach, dealing 1d10 + your spellcasting ability modifier slashing damage.
In addition to that, once per turn when you hit with the whip, you can use it to heal yourself for an amount equal to half the weapon's damage. This does not work after hitting constructs or undead. You can use this healing feature a number of times equal to your Wisdom modifier (minimum of 1) , regaining all uses when you finish a Short or Long Rest.
The whip stays summoned until you drop it, are Incapacitated, or haven't attacked with it for 1 minute.
Healing Rivers (Level 7)
Starting at 7th level, you know how a bit of fresh water can improve the repair of wounds. Whenever you or someone else uses an ability to heal a creature within 5 feet of you, you can use your Reaction to increase the healing by an amount of Hit Points equal to half your level (rounded down) + your wisdom modifier.
This does not affect constructs or undead.
Rolling Waves (Level 11)
Starting at 11th level, you know how to roll like the waves, which makes it easier for you to dodge attacks. Whenever you are hit by an attack you can use your Reaction to reduce the damage by 1d10 + your Dexterity modifier + half your Ranger level (rounded down). When this reduces the damage to 0, that attack's energy will be transported in your next weapon attack, giving you advantage on it.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) , regaining all uses when you finish a Long Rest.
Wave Rider (Level 15)
Starting at 15th level, you can summon forth a wave you ride to your enemy. You can use your action to summon a 5-foot-high wave, which you can ride for up to 30 feet. Any creature caught in the wave, while you ride it, must succeed a Strength saving throw against your spellcasting DC or take 10d8 bludgeoning damage and be knocked Prone, half as much on a successful one. Creatures one size larger than you have advantage on this saving throw.
You can use this feature once, regaining all uses when you finish a Short or Long Rest.
Winter Trapper
Winter Walker
Winter Walker (Level 3)
Withstand the Horrors of Frigid Wastelands
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.
Frigid Explorer
You gain the following benefits.
Biting Cold
Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
Frost Resistance
You have Resistance to Cold damage.
Polar Strikes
When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
Hunter's Rime
Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Winter Walker Spells
When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
3 | |
5 | |
9 | |
13 | |
17 |
Fortifying Soul (Level 7)
Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.
Once you use this feature, you can't use it again until you finish a Long Rest.
Chilling Retribution (Level 11)
When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.
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.
Frozen Haunt (Level 15)
When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
Frozen Soul
You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
Partially Incorporeal
You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.