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Punti Ferita

Dadi Vita 1d10 per livello

Competenze

STR , DEX

Ranger

Livello Bonus di Competenza Caratteristiche Spells Known
1 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 0
2 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 2
3 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 3
4 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 3
5 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4
6 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4
7 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 5
8 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 5
9 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 6
10 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 6
11 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 7
12 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 7
13 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 8
14 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 8
15 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 9
16 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 9
17 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 10
18 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 10
19 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 11
20 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 11

Spell Slots per Spell Level

Livello Bonus di Competenza Caratteristiche 1st 2nd 3rd 4th 5th
1 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 0 0 0 0 0
2 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 2 0 0 0 0
3 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 3 0 0 0 0
4 + 2 Favored Enemy Favored Foe Natural Explorer Deft Explorer 3 0 0 0 0
5 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 2 0 0 0
6 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 2 0 0 0
7 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 0 0 0
8 + 3 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 0 0 0
9 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 2 0 0
10 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 2 0 0
11 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 0 0
12 + 4 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 0 0
13 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 1 0
14 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 1 0
15 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 2 0
16 + 5 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 2 0
17 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 3 1
18 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 3 1
19 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 3 2
20 + 6 Favored Enemy Favored Foe Natural Explorer Deft Explorer 4 3 3 3 2

Caratteristiche di Classe

Livello 1

Favored Enemy
Favored Foe
Natural Explorer
Deft Explorer

Livello 10

Hide in Plain Sight
Nature's Veil
Natural Explorer improvement
Deft Explorer Improvement

Livello 11

Ranger Archetype feature

Livello 12

Ability Score Improvement

Livello 14

Vanish
Favored Enemy improvement

Livello 15

Ranger Archetype feature

Livello 16

Ability Score Improvement

Livello 18

Feral Senses

Livello 19

Ability Score Improvement

Livello 2

Fighting Style
Spellcasting
Spellcasting Focus

Livello 20

Foe Slayer

Livello 3

Ranger Archetype
Primeval Awareness
Primal Awareness

Livello 4

Ability Score Improvement
Martial Versatility

Livello 5

Extra Attack

Livello 6

Favored Enemy and Natural Explorer improvements
Deft Explorer Improvement

Livello 7

Ranger Archetype feature

Livello 8

Ability Score Improvement
Land's Stride

Progressione Incantesimi Conosciuti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Incantesimi Conosciuti 0 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11

Progressione Incantatore

Progressione Incantatore: 1/2

Competenze

Armor

light

medium

shield

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

In alternativa, puoi iniziare con: 5d4 × 10|5d4 × 10|Starting Gold

Caratteristiche di Classe

Favored Enemy (Level 1)

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

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

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 that is spoken by your favored enemies, if they speak one at all.

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

Favored Foe (Level 1)

1st-level ranger optional feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

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

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Natural Explorer (Level 1)

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • 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.

You choose additional favored terrain types at 6th and 10th level.

Deft Explorer (Level 1)

1st-level ranger optional feature, which replaces the Natural Explorer feature

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Fighting Style (Level 2)

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

Archery

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

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.

Two-Weapon Fighting

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

Blind Fighting

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

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Spellcasting (Level 2)

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus (Level 2)

2nd-level ranger optional feature

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Ranger Archetype (Level 3)

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness (Level 3)

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Primal Awareness (Level 3)

3rd-level ranger optional feature, which replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger LevelSpell

3rd

speak with animals

5th

beast sense

9th

speak with plants

13th

locate creature

17th

commune with nature

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

Ability Score Improvement (Level 4)

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

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

Martial Versatility (Level 4)

4th-level ranger optional feature

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

Extra Attack (Level 5)

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

Favored Enemy and Natural Explorer improvements (Level 6)

At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Deft Explorer Improvement (Level 6)

You gain an additional benefit when you reach 6th level in this class.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Ranger Archetype feature (Level 7)

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

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.

Land's Stride (Level 8)

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Hide in Plain Sight (Level 10)

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Nature's Veil (Level 10)

10th-level ranger optional feature, which replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

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.

Natural Explorer improvement (Level 10)

You gain an additional favored terrain.

Deft Explorer Improvement (Level 10)

You gain an additional benefit when you reach 10th level in this class.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

Ranger Archetype feature (Level 11)

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

Ability Score Improvement (Level 12)

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

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

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.

Favored Enemy improvement (Level 14)

At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Ranger Archetype feature (Level 15)

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

Ability Score Improvement (Level 16)

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

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

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 of your enemies. 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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Multiclasse

Requisiti Multiclasse

{"dex":13,"wis":13}

Competenze Ottenute

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

Sottoclassi

Caratteristiche Sottoclasse

Abysswalker

Abysswalker (Level 3)

Rangers that reflect the abysswalker archetype have traveled to the Lower Planes, either physically or spiritually, and witnessed its darkness firsthand. Such a deep evil imprints itself on those who visit there, and abysswalkers manifest some of its traits.

Infernal Lash

Starting when you choose this archetype at 3rd level, when you take the Attack action on your turn, you can use your bonus action to strike out at an enemy with a whip of necrotic energy. Make a ranged spell attack roll against a creature within 15 feet. This attack does not have disadvantage due to being with reach of a hostile creature. On a hit, the target takes 1d8 necrotic damage. At 10th level, you can add your Wisdom modifier to this damage.

Shield of Shadows (Level 7)

At 7th level, you can manifest or dismiss a shield composed of shadowstuff as a bonus action. This shield has no weight, and attaches to one of your arms, leaving the arm free to wield weapons or perform other actions.

Fiend's Fury (Level 11)

At 11th level, once per turn, when you take the Attack action against a hostile creature you started your turn adjacent to, you can make an additional attack against it.

Wraith Step (Level 15)

By 15th level, when a creature makes a melee attack against you, you can use your reaction to become briefly immaterial, interrupting the attack. You can move up to 10 feet in any direction without provoking Opportunity Attacks. The attacker can choose a new target for the attack, if one is available.

Amazon

Amazon (Level 3)

Amazons are wild hunters who turn their deadly arts to the defense of others. Armed with uncanny instincts and unerring precision, they stand sentinel over their allies in battle and protect those who cannot protect themselves.

Amazonian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shownin the Amazon Spells table. These spells counts as ranger spells for you but don't count against the number of ranger spells you know.

Amazon Spells
Ranger LevelSpells

3rd

guiding bolt

5th

warding bond

9th

haste

13th

death ward

17th

rary's telepathic bond

Vigilance

When you choose this path at 3rd level, your protective instincts sharpen. If a creature you can see within range attacks an ally, you can use your reaction to attack that creature after the attack is rolled but before the triggering attack deals damage.

Pinning Blows (Level 7)

Beginning at 7th level, you learn to harry foes with your attacks. When you damage a creature with a weapon attack, its next opportunity attack has disadvantage until the start of your next turn.

Huntress' Strike (Level 11)

By 11th level, you can focus your skill into a single, perfect strike against a foe's most vulnerable points. As an action, you can make a weapon attack with advantage. On a hit, the target also has disadvantage on the next attack it makes before the start of your next turn.

Quell (Level 15)

At 15th level, if a creature within range forces you to make a Dexterity saving throw, such as a hydra's fiery breath, you may use your reaction to immediately make one weapon attack against it. If your attack hits, in addition to its normal effects, you and all other creatures forced to make the Dexterity saving throw automatically succeed. You can make this special attack even if you have already used your reaction this round.

Amazonian Conclave

Amazonian Conclave (Level 3)

The Amazons are a warrior culture that emphasize the strength of the individual, in contrast to societies that defend themselves with large armies of hoplites and mounted cavalry. A typical Amazonian conclave will outline its territory, usually an island, and fight viciously to drive away trespassers. When the territory is threatened, they may band together into war parties, whose collective battlecries are said to strike fear into enemies up to a mile away.

A lone Amazonian huntress relies upon her mechanical companion, an avian Stimfay, for support in battle. Every huntress learns to build and repair these mechanical birds when they are young, often forming deep and lasting bonds with the strange creatures. Each huntress is formidable in close quarters with her deadly kopis blade, but she also trains with an exotic ranged weapon called the chakram.

Amazonian conclaves are ruled by women, and huntresses are almost exclusively female. Men are generally regarded as the weaker sex, but they may be trained in the arts on occasion—for example, when a mother who wishes for a daughter is given a son instead.

Amazonian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shownin the Amazon Spells table. These spells counts as ranger spells for you but don't count against the number of ranger spells you know.

Amazon Spells
Ranger LevelSpells

3rd

command

5th

find steed

9th

haste

13th

confusion

17th

mislead

Stimfay Companion

At 3rd level, you construct a Stimfay companion to accompany you on your travels. Stimfay are clockwork birds of prey that assist an Amazon with stalking her quarry. Choose from the following list of creatures for your stimfay's appearance: eagle, harrier, hawk, kite, osprey, owl, or archaeopteryx. Your stimfay's appearance does not affect its abilities, but it does influence its personality.

In areas that are open to the sky, you can direct your stimfay to spend 10 minutes scouting the surrounding 1 mile radius and report back to you with anything it has seen. It comprehends instructions that you give it in any language. It speaks in a series of clicks and squawks that only you can understand.

The stimfay obeys your commands to the best of its abilities, and it acts on your initiative in combat. If you are incapacitated, your stimfay acts on its own.

Your stimfay has hit points equal to 15 + your ranger level, and it adds your proficiency bonus to its attacks, damage, saving throws, and ability save DCs. It regains any lost hit points during a long rest. If it is ever destroyed, you may spend 8 hours to fully repair it.

Amazonian Battlecry (Level 3)

At 3rd level, you gain the ability to enter the legendary frenzy of the Amazons by shouting your signature battlecry. On your turn, you can use a bonus action to shout your battlecry and enter a frenzy. Your frenzy lasts for 1 minute and grants you the following benefits. It ends after you take damage—or when you are knocked unconscious

  • You have advantage on attacks against creatures of your favored enemy type.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • You have advantage on saving throws against being frightened or paralyzed.

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

Bracer Reflection (Level 7)

Starting at 5th level, you've learned to reflect attacks with your bracers. Whenever you would be hit by an attack, you may use your reaction to shield yourself with your bracers. You gain a +5 bonus to AC against all attacks, including the attack that provoked this reaction, until the beginning of your next turn. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Chakram Technique (Level 7)

Starting at 7th level, you've learned the famous Amazonian technique of ricocheting your chakram to hit multiple targets. You can also throw it at targets that are not in your line of sight, such as around corners.

You can use your action to make a ranged attack with your chakram against one target. If your attack hits, then any number of additional creatures of your choice within 10 feet of that target must make a Dexterity saving throw using your spell save DC. Each creature that fails the save takes the same amount of damage as your first target.

Improved Falconry (Level 11)

At 11th level, your stimfay matures. It gains a bonus to its AC equal to your proficiency bonus, and it now has hit points equal to 30 + your ranger level. The damage dice for its Talons, Pinion Storm, and Piercing Screech increase to 2d6, and its attacks are now magical.

Additionally, any time you would take damage from an attack or an effect that you can see, you may use your reaction to have your stimfay intercept the attack or effect and take the damage instead of you. Your stimfay must be functional and ready to assist you in order to use this ability, and it must be located within 60 feet of you.

Pressure Points (Level 15)

Starting at 15th level, you know how to attack pressure points in your opponent's body that will cut off the blood supply to their brain. On your turn, you may use a bonus action to make a special melee attack against one creature. If the attack hits, the creature must make a Constitution saving throw versus your spell save DC. On a failure, the creature is paralyzed for 1 minute or until you use a bonus action to touch them and reverse the effect. At the end of each of the creature's turns, it repeats the saving throw and the effect ends if it succeeds. You may use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses after a short or long rest.

Amazonian Conclave

Amazonian Conclave (Level 3)

The Amazons are a warrior culture that emphasize the strength of the individual, in contrast to societies that defend themselves with large armies of hoplites and mounted cavalry. A typical Amazonian conclave will outline its territory, usually an island, and fight viciously to drive away trespassers. When the territory is threatened, they may band together into war parties, whose collective battlecries are said to strike fear into enemies up to a mile away.

A lone Amazonian huntress relies upon her mechanical companion, an avian stimfay, for support in battle. Every huntress learns to build and repair these mechanical birds when they are young, often forming deep and lasting bonds with the strange creatures. Each huntress is formidable in close quarters with her deadly kopis blade, but she also trains with an exotic ranged weapon called the chakram.

Amazonian conclaves are ruled by women, and huntresses are almost exclusively female. Men are generally regarded as the weaker sex, but they may be trained in the arts on occasion—for example, when a mother who wishes for a daughter is given a son instead.

Amazonian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shownin the Amazon Spells table. These spells counts as ranger spells for you but don't count against the number of ranger spells you know.

Amazon Spells
Ranger LevelSpells

3rd

command

5th

find steed

9th

haste

13th

confusion

17th

mislead

Stimfay Companion

At 3rd level, you construct a stimfay companion to accompany you on your travels. Stimfay are clockwork birds of prey that assist an Amazon with stalking her quarry. Choose from the following list of creatures for your stimfay's appearance: eagle, harrier, hawk, kite, osprey, owl, or archaeopteryx. Your stimfay's appearance does not affect its abilities, but it does influence its personality.

In areas that are open to the sky, you can direct your stimfay to spend 10 minutes scouting the surrounding 1 mile radius and report back to you with anything it has seen. It comprehends instructions that you give it in any language. It speaks in a series of clicks and squawks that only you can understand.

The stimfay obeys your commands to the best of its abilities, and it acts on your initiative in combat. If you are incapacitated, your stimfay acts on its own.

Your stimfay has hit points equal to 15 + your ranger level, and it adds your proficiency bonus to its attacks, damage, saving throws, and ability save DCs. It regains any lost hit points during a long rest. If it is ever destroyed, you may spend 8 hours to fully repair it.

Amazonian Battlecry (Level 3)

At 3rd level, you gain the ability to enter the legendary frenzy of the Amazons by shouting your signature battlecry. On your turn, you can use a bonus action to shout your battlecry and enter a frenzy. Your frenzy lasts for 1 minute and grants you the following benefits. It ends after you take damage—or when you are knocked unconscious

  • You have advantage on attacks against creatures of your favored enemy type.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • You have advantage on saving throws against being frightened or paralyzed.

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

Bracer Reflection (Level 7)

Starting at 5th level, you've learned to reflect attacks with your bracers. Whenever you would be hit by an attack, you may use your reaction to shield yourself with your bracers. You gain a +5 bonus to AC against all attacks, including the attack that provoked this reaction, until the beginning of your next turn. You may use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Chakram Technique (Level 7)

Starting at 7th level, you've learned the famous Amazonian technique of ricocheting your chakram to hit multiple targets. You can also throw it at targets that are not in your line of sight, such as around corners.

You can use your action to make a ranged attack with your chakram against one target. If your attack hits, then any number of additional creatures of your choice within 10 feet of that target must make a Dexterity saving throw using your spell save DC. Each creature that fails the save takes the same amount of damage as your first target.

Improved Falconry (Level 11)

At 11th level, your stimfay matures. It gains a bonus to its AC equal to your proficiency bonus, and it now has hit points equal to 30 + your ranger level. The damage dice for its Talons, Pinion Storm, and Piercing Screech increase to 2d6, and its attacks are now magical.

Additionally, any time you would take damage from an attack or an effect that you can see, you may use your reaction to have your stimfay intercept the attack or effect and take the damage instead of you. Your stimfay must be functional and ready to assist you in order to use this ability, and it must be located within 60 feet of you.

Pressure Points (Level 15)

Starting at 15th level, you know how to attack pressure points in your opponent's body that will cut off the blood supply to their brain. On your turn, you may use a bonus action to make a special melee attack against one creature. If the attack hits, the creature must make a Constitution saving throw versus your spell save DC. On a failure, the creature is paralyzed for 1 minute or until you use a bonus action to touch them and reverse the effect. At the end of each of the creature's turns, it repeats the saving throw and the effect ends if it succeeds. You may use this ability a number of times equal to your Wisdom modifier, and you regain all expended uses after a short or long rest.

Angler

Angler (Level 3)

Anglers are rangers that revel in maritime battles of attrition and grit. While anyone can be a fisher, an Angler uses the lessons they have learned on the water as a basis for how they hunt across the multiverse.

Angler Magic

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

Angler Spells
Ranger LevelSpells

3rd

entangle (looks like a large fishing net)

5th

rope trick

9th

water walk

13th

evard's black tentacles

17th

hold monster

Angler Weapons

Starting at 3rd level when you choose this archetype, using a net at long range does not impose disadvantage on the attack roll with it. Furthermore, you can magically repair a destroyed net you are holding using an action. Once you have the Extra Attack feature, attacking with the net does not prevent you from making a second attack as part of the Attack action.

In addition, javelins, spears, and tridents are considered to be finesse weapons for you.

Reel In

Also at 3rd level, when you hit a creature with a weapon attack, that creature takes an extra 1d4 force damage from the attack as its pierced by a spectral hook, which remains until the end of your turn. A creature is hooked while the hook remains.

You can use a bonus action on each of your turns to pull any hooked creature thats Large or smaller up to 5 feet toward you, or 10 feet if its underwater. If you hit a creature with a thrown weapon on your turn, that weapon is magically pulled back to your open hand or dropped at your feet (your choice) as part of this bonus action. Alternatively, you can use a bonus action to magically pull any weapon you have thrown on your turn back to your open hand, provided that you can see the weapon within 60 feet of you. You choose which affected creatures or weapons are pulled each time you use this feature.

Sea Legs (Level 7)

By 7th level, you are at home on the water and can resist the push and pull of its tides. You gain a swimming speed equal to 10 + your walking speed, and can hold your breath for up to 10 minutes. If you are moved against your will, the distance you are moved is reduced by 10 feet (to a minimum of 0 feet). You also have advantage on saving throws against being knocked prone, and if you are more than 5 feet away from a target thats prone, your attack rolls against it are not made with disadvantage as a result of that condition.

Barbed (Level 11)

Starting at 11th level, the force damage from Reel In increases to 1d6. Further, when you use the bonus action from that feature, any creature affected by it, even if it is not moved, can not make opportunity attacks against you for the rest of the turn.

In addition, nets you throw have an escape DC equal to your ranger spell save DC. Whenever a creature fails to escape from a net that you threw or an entangle spell that you cast, that creature immediately takes 1d6 piercing damage and is moved horizontally up to 5 feet in a direction of your choice. Moving a creature in this way also moves the net its restrained by, and if a creature is moved outside the area of an entangle spell you cast in this way, it is no longer affected by the spell.

Master Angler (Level 15)

By 15th level, your skill as an angler is unmatched. You can now move a creature of any size using the bonus action from Reel In. Further, the maximum distance you can move a creature with it is doubled, and you can choose to push, rather than pull, any creature affected by it, as if by a crashing wave. When you push a Medium or smaller creature in this way, it must also make a Strength or Dexterity saving throw against your ranger spell save DC (its choice). On a failure, the creature is knocked prone.

Apex Predator

Predator (Level 3)

You may not have been raised by beasts but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.

Apex Predator Magic

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

Apex Predator Spells
Ranger LevelSpells

3rd

speak with animals

5th

animal messenger

9th

conjure animals

13th

dominate beast

17th

hold monster

Savage Resilience

At 3rd level, your hit point maximum increases by 6 hit points. Whenever you gain a ranger level, your hit point maximum increases by an additional 2 hit points.

Tooth and Nail

At 3rd level, you learn to fight with your teeth and nails, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier if using your bite or slashing damage equal to 1d4 + your Strength modifier if using your nails. This damage is in place of the bludgeoning damage normal for unarmed strikes.

Additionally, you can use a bonus action on your turn to make one unarmed strike.

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ferocious Mien (Level 7)

At 7th level, you gain proficiency in Intimidation if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Bloodthirsty Assault (Level 11)

At 11th level, when you deal damage with a weapon or unarmed strike and roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.

Predator's Counter (Level 15)

At 15th level, when a creature within 5 feet of you attacks you, you can use your reaction to lash out at them before they strike you. When you do, make an unarmed strike against the creature before determining whether its attack hits you. If your attack hits, the attack roll against you has disadvantage.

Apex Predator

Apex Predator (Level 3)

You may not have been raised by beasts, but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.

Apex Predator Magic

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

Savage Resilience

At 3rd level, your hit point maximum increases by 6 hit points. Whenever you gain a ranger level, your hit point maximum increases by an additional 2 hit points.

Tooth and Nail

At 3rd level, you learn to fight with your teeth and nails, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier if using your bite or slashing damage equal to 1d4 + your Strength modifier if using your nails. This damage is in place of the bludgeoning damage normal for unarmed strikes.

Additionally, you can use a bonus action during each of your turns to make one unarmed strike.

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Ferocious Mien (Level 7)

At 7th level, you gain proficiency in Intimidation if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Bloodthirsty Assault (Level 11)

Starting at 11th level, when you deal damage with a weapon or unarmed strike and roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.

Predator's Counter (Level 15)

Starting at 15th level, when a creature within 5 feet of you attacks you, you can use your reaction to lash out at them before they strike you. When you do, make an unarmed strike against the creature before determining whether its attack hits you. If your attack hits, the attack roll against you has disadvantage.

Arcane Archer

Arcane Archer (Level 3)

The Arcane Archers are a spectacle to behold, as skilled with a bow and arrow as they are with magic. Called bow arcanists and mage marksmen, such warriors are renowned throughout the realms for their supernatural accuracy and the devastating effects of their arcane arrows. Masters of this technique are bowmen of legend, unleashing arrows tipped with eldritch might to lay waste to entire legions of enemies in mere seconds.

Arcane Initiate

Beginning at 3rd level you gain the ability to learn and cast a number of arcane spells. Choose two evocation spells from the Sorcerer spell list of a level for which you have a spell slot available. The chosen spells count as ranger spells for you but don't count against the number of ranger spells you know. However, these spells may not be changed when you gain a level in this class. At 7th, 11th, and 15th levels, you learn an additional two spells from the Sorcerer spell list. Spells learned at 15th level may be from any school. Spells learned from this feature can only be cast with the Imbue Arrow feature.

Imbue Arrows

At 3rd level, you can imbue your arrows with magical energies. As a bonus action you may imbue an arrow, bolt, or other type of ammunition with a spell you know of first level or higher, expending a spell slot and spell components as though you cast the spell normally. You may only imbue spells with a duration of instantaneous. You also may imbue an arrow with pure arcane energy, expending no spell slot, but allowing this arrow to deal an additional 1d6 force damage on a hit. If you do not fire this projectile on the turn it is imbued, the ammunition remains imbued so long as you maintain concentration on it.

When making an attack with one of these projectiles, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centered on your target or targeting only the creature hit by the arrow, as appropriate. Spells requiring spell attacks automatically hit, since the arrow has already struck the target. Line and cone spells are cast in the direction the arrow flew to strike the target.

Arcane Intuition (Level 7)

At 7th level, you are intuitively aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.

Seeking Arrows (Level 11)

At 11th level, your imbued arrows gain a limited ability to seek their target. You may now apply your Wisdom modifier as a bonus to hit with your imbued arrows.

Greater Imbue Arrows (Level 15)

At 15th level, you may now imbue two arrows instead of one as a bonus action, expending spell slots for each separately, and concentrate on two imbued arrows at once.

Beast Master

Beast Master (Level 3)

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

Ranger's Companion

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

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

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.

Primal Companion

3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature

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

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 on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training (Level 7)

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury (Level 11)

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells (Level 15)

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Beast Trainer

Beast Trainer (Level 3)

People have used animals in their war efforts since time immemorial. As a beast trainer, you teach animals how to fight and survive on the battlefield. You also train them to recognize and obey your allies when you aren't able to direct them. While a beast trainer can train any type of animal, they often generate a strong bond with one species and focus their training on beasts of that type.

Beast Whisperer

Starting at 3rd level, you gain proficiency in Animal Handling. If you already have proficiency in this skill, your proficiency bonus is doubled for any ability check you make with it.

Trained Animals

Beginning when you take this archetype at 3rd level, you gain a beast companion. Choose a beast that is Medium or smaller and has a challenge rating of 1/4 or lower. The beast is friendly to you and your companions, and it obeys any commands that you issue to it. In combat, it shares your initiative and takes its turn immediately after yours. The beast can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics.

If you are knocked unconscious, killed, or otherwise unable to command your trained animal, one of your allies can use a bonus action to command it by succeeding on a DC 10 Wisdom (Animal Handling) check.

When you reach 7th level, you can have more than one trained animal at a time. All your trained animals can have a total challenge rating equal to a quarter of your level, rounded down. A beast with a challenge rating of 0 is considered to have a challenge rating of 1/8 for the purpose of determining the number of trained animals you can have. You can use a bonus action to direct all your trained animals to take the same action, or you can use an action to command all of them to take different actions.

To have one or more trained animals, you must spend at least one hour each day practicing commands and playing with your animals, which you can do during a long rest.

If a trained animal dies, you can use an action to touch the animal and expend a spell slot of 1st level or higher. The animal returns to life after 1 minute with all its hit points restored.

Bestial Flanker (Level 7)

At 7th level, when you hit a creature, you can choose one of your trained animals you can see within 30 feet of you. If that trained animal attacks the creature you hit before your next turn, it has advantage on its first attack roll.

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

Bred for Battle (Level 11)

Starting at 11th level, add half your proficiency bonus to each trained animal's AC, attack rolls, damage rolls, saving throws, and to any skills in which it is proficient, and increase each trained animal's hit point maximum by twice your proficiency bonus. In addition, you can choose Large and smaller beasts when you select trained animals.

Primal Whirlwind (Level 15)

At 15th level, when you command your trained animals to use the Attack action, you can choose for one trained animal to attack all creatures within 5 feet of it, making one attack against each creature.

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

Beastborne

Beastborne (Level 3)

Whether by infected bite or insidious curse, your blood was marked by the indelible stain of beasthood, a curse of lycanthropy. A new form, a primal, bestial self, lies just beneath your skin, awaiting the allure of blood and the thrill of a hunt to emerge in a terrible spectacle. Perhaps, if you can avoid the violence of combat or the siren call of moonlight, you can resist the lycanthropic urge. Or perhaps you see the infection as a blessing, a fearsome weapon, with claws that rend and teeth that bite.

Shapechanger

Beginning when you choose this archetype at 3rd level, your body is stained by a lycanthropic curse which struggles to escape from you at all times. You gain the shapechanger subtype; your true form is a ghastly hybrid of beast and man. Additionally, you gain the following abilities:

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

  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Bestial Aspect

At 3rd level, as blood is shed, you gradually lose control and slip into a beastlike form, ravenous and hungry for carnage. Whenever you take damage or deal damage to a hostile creature with an attack, add the total number together; this is your damage pool. You gain a bonus to your damage rolls, as well as additional beastlike abilities, according to your total damage pool, as shown on the Bestial Aspect table. After 1 minute of taking and dealing no damage, reset your damage pool to 0.

Bestial Aspect
Damage PoolDamage BonusAbility

0

10

+2

You sprout a set of vicious claws, which are natural weapons you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your claws as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

20

+2

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

30

+2

Your walking speed increases by 10 feet.

40

+3

You gain blindsight with a range of 10 feet.

50

+3

You gain a climbing speed equal to your walking speed.

70

+3

Your walking speed increases by an additional 10 feet (20 feet total).

100

+3

Your claws deal an extra 1d6 slashing damage on a hit.

Wolfbane Fury (Level 7)

Starting at 7th level, you can whip yourself into a lycanthropic fury. As a bonus action, you can roll 4d6 and add the total to your damage pool.

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

Howling Carnage (Level 11)

Beginning at 11th level, whenever your damage pool exceeds 50, you attack three times with your claws, instead of twice, whenever you take the Attack action on your turn.

Relentless Bloodlust (Level 15)

By 15th level, not even death can hold back your transformation. When you are reduced to 0 hit points and aren't killed outright, you can choose to drop to 1 hit point instead. Add the total damage you would have taken to your damage pool.

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

Big Game Hunter

Big Game Hunter (Level 3)

The Big Game Hunter is an individual who has honed their tracking and ranged attack skills to become a fierce monster slayer. Rather than specialising in slaying particular types of creatures, they instead focus on how to levy a creature's size against it – the bigger they are, the harder they fall.

Ranged Specialist

You gain proficiency with all ranged weapons (including thrown weapons and firearms), however you lose proficiency with all melee weapons. If a weapon can be used as both melee and ranged, you are only proficient when using it for a ranged attack (even when in melee range). If you selected Duelling as your Fighting Style, it is now applicable to dual wielded, single-handed ranged weapons (such as throwing knives, thrown hand axes, hand crossbows, etc.), but not melee weapons, or you can re-select a different Fighting Style.

Additionally, you may use a ranged weapon while an enemy is within 5 ft. of you without disadvantage.

Game Hunter

You replace your Favoured Enemy type with Favoured Enemy (Large Creatures). At 6th level, instead of selecting another Favoured Enemy, you gain Favoured Enemy (Huge Creatures). At 14th level, instead of selecting another Favoured Enemy, you also gain Favoured Enemy (Gargantuan Creatures). At each of these intervals, you may learn one language associated with a creature of that size that you have slain (if it has languages).

Bolas

When making a ranged attack against a target creature of size Large or larger, on a hit, you may wrap a bolas around the creature, reducing its speed to 0 instead of dealing damage. On its turn, the creature may attempt to break the bolas using its bonus action. To do so, it must succeed a Strength check with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. You may remove the bolas as an action if you are within 5 ft. of the creature. You may use this ability a number of times equal to your proficiency bonus, then require a short or long rest to regain all expended uses.

Special Shot (Level 5)

You have a number of charges of Special Shot equal to your proficiency bonus and regain all spent charges after you complete a long rest. When you make a ranged attack, you may use a charge of Special Shot to apply one of the following effects:

  • Drill Shot: This attack receives an additional +5 to the hit roll.

  • Trick Shot: If you know approximately where a creature is (through sound, blindsight, or knowledge of their location etc.), they are in range, and your ammunition can reach them in an uninterrupted path, then they do not gain the benefits for half and three-quarter cover, and full cover instead provides them with a +5 to their AC.

  • Power Shot: Do not roll damage for this attack. Instead you cause the maximum damage you could roll on a successful hit. If you critically hit the creature, you still roll the additional damage dice.

The Hunt Continues (Level 7)

After killing a Favoured Enemy, you gain temporary hit points equal to twice your proficiency bonus. These temporary hit points are lost after completing a long rest.

Improved Bolas (Level 7)

You may double your proficiency bonus to the DC required of the Strength check to break your bolas.

Extra Attack (Level 11)

You can attack three times, rather than twice, whenever you take the Attack action on your turn.

Special Shot Improvement (Level 11)

You have a number of charges of Special Shot equal to twice your proficiency bonus, rather than just equal to your proficiency bonus.

Apex Predator (Level 15)

You have advantage on attacks against a Favoured Enemy. At a glance you know how many hit points a Favoured Enemy has remaining. Additionally, while your hunter's mark is active on a living target and you are pursuing that target, you do not need to sleep or eat.

Finish the Hunt (Level 17)

As an action, you can declare that you are attempting to finish a target off. Select a creature that you can see, is within 60 ft., unobscured, and your Favoured Enemy. You make a single ranged attack against the creature that automatically hits so long as your character (and you) say a quip or one-liner, such as "This one's mine!", "I've got you now...", or "Hasta la vista.". If you do not provide a quip or one-liner, the attack misses.

If a creature hit by this attack has less than 100 hit points remaining, it dies instantly. If it has 100 or more hit points, it instead takes 10d10 + 30 piercing damage. Once you use this ability, you can't do so again until you finish a long rest.

Bog Phantom

Bog Phantom (Level 3)

You follow patterns set by will-o'-wisps, departed souls that feed on fear and despair. Good Bog Phantoms often serve as guides in swamps or other dangerous areas. Evil ones may copy the behaviors of their power's inspiration, and enjoy luring unsuspecting wanderers to their deaths.

Bog Phantom Magic

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

Bog Phantom Spells
LevelSpells

3rd

charm person

5th

invisibility

9th

vampiric touch

13th

greater invisibility

17th

mislead

Bonus Cantrip

You learn the dancing lights cantrip, and it counts as a ranger spell for you.

Shock

As an action you can emit a brief pulse of electricity. All creatures of your choice within 10 feet of you must succeed on a Constitution saving throw or else take 1d8 lightning damage. The DC for this saving throw is equal to your spell save DC.

The damage of this effect increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Phantom State (Level 7)

By 7th level, you have learned to briefly adopt a spectral form. As an action, you can turn yourself and your equipment incorporeal for 1 minute, or until you dismiss the effect as an action. While in this state, you have the following features:

  • You cannot make weapon attacks.

  • You have a flying speed of 50 feet.

  • You can pass through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you take 5 (1d10) force damage.

  • You have resistance to all damage except force damage.

  • Even when you are in plain sight, it takes a successful Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. The DC for this check is equal to your spell save DC.

Once you have used this feature, you may not do so again until you finish a short or long rest.

Improved Shock (Level 11)

When a creature succeeds on a saving throw against your Shock feature, it takes half damage instead of no damage.

Phantom Menace (Level 15)

You can now remain in your Phantom State for up to 1 hour.

Bonecarver

Bonecarver (Level 3)

In the cold forests of Keefe, the people know of the magic found in the bones of the recently deceased. With enough patience and skill, this magic can be extracted and used by living creatures. This knowledge has spread beyond the borders of the northern continent, and has taken root in many societies. Through the art of scrimshaw, a bonecarver can use this magical essence thought lost in death, finding power in the picked bones of a dead animal.

Bonecarver Magic

3rd-level Bonecarver feature

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

Bonecarver Spells
Ranger LevelSpells

3rd

unseen servant

5th

gentle repose

9th

speak with dead

13th

Leomund's Secret Chest

17th

hallow

Scrimshaw

3rd-level Bonecarver feature

When choosing this conclave at 3rd level, you become able to craft talismans out of different kinds of bone through the art of scrimshaw, also known as bonecarving. Once per day, you may spend a short rest to craft two talismans of your choice, granting the keeper of them special benefits. The talismans will remain in effect for 8 hours or until they break. The talisman will break if it is subject to any direct attack, and it has an AC of 10 + your Dexterity modifier. You also gain proficiency with Woodcarver's Tools, which you use when you craft your talismans. You know how to craft all the listed talismans, but you may only craft a certain number at any given time, as detailed by this feature.

Upon reaching 7th level in this class, you may craft 3 talismans during the daily short rest and all of these stay in effect. At 15th level, this number increases to 4. You can wear your own talismans, and a person can wear multiple talismans, but not two of the same kind. The available talismans can be read here

Death Reader

3rd-level Bonecarver feature

Also at 3rd level, you are able to gather information about the origins of bones. By studying and looking over the corpse or bones of a dead creature over a 10 minute period, you can discern how the creature died, how long ago it died, and what type of creature it was.

Anchor of the Bones (Level 7)

7th-level Bonecarver feature

Starting at 7th level, your talismans are imbued with uncanny power, keeping wicked spirits and ill endings at bay. While in possession of a talisman, the keeper has advantage on death saving throws and saving throws against being possessed. The first time the keeper puts on a talisman, they gain temporary hit points equal to twice your Wisdom modifier. If they put on multiple talismans, the effect happens multiple times. If the talisman is taken off or the magic of the talisman is lost, so are the temporary hit points.

Bonebreaker (Level 11)

11th-level Bonecarver feature

Beginning at 11th level, when you hit a creature with a weapon attack you may try to shatter one of their bones, assuming they have any. Oozes and other boneless creatures are unaffected by this feature. The creature you hit must make a Constitution saving throw against your ranger spell save DC.

On a failed save, the creature breaks one of their limbs. Upon breaking a bone, the creature has disadvantage on the first attack it makes each round, and its movement speed is halved.

This lasts until the creature has finished a long rest.

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

Visage of the Lost (Level 15)

15th-level Bonecarver feature

Upon reaching 15th level, you can look into the last living moments of a dead creature. You can conduct a 10 minute ritual to step into the mind of a creature that died within the last 7 days. You must be touching the corpse or bones of the creature for the ritual to be effective.

While doing the ritual, your senses are replaced with that of the creature, and you become blind to the world around you as you step into the creature's mind. You see the last 10 minutes of the creature's life play out in front of you. You are able to see, hear, smell, and feel whatever the creature did, but you do not gain its memories. This means that if you find that a person was murdered, you can see the identity of the killer, but you do not know if the dead person knew the killer or not.

Once you've successfully used this feature, you can't use it again until you've finished a long rest.

Bounty Hunter

Bounty Hunter (Level 3)

Some rangers seek glory by hunting down the most dangerous creatures the multiverse has to offer; others take on the more practical tasks of capturing or eliminating criminals and other nuisances. A Bounty Hunter familiarizes themselves with humanoid cultures and peoples, mastering martial techniques for efficiently capturing or killing any bounty. The success of a Bounty Hunter rests on its employment of studious techniques for quickly becoming familiar with any unfamiliar quarry.

Bounty Hunter Magic

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

Bounty Hunter Spells
Ranger LevelSpells

3rd

hunter's mark

5th

hold person

9th

slow

13th

locate creature

17th

legend lore

Favored Enemy: Humanoids

When you choose this archetype at 3rd level, you gain the benefits of your Favored Enemy against all humanoid creatures. If you already chose one or more humanoid races as favored enemy types, you choose an additional favored enemy.

Additionally, you learn a language of your choice.

Efficient Takedown

Beginning at 3rd level, you learn to efficiently dispatch foes with swift strikes. When you take the Attack action on your turn, you can use your bonus action this turn to make a weapon attack. You don't add your ability modifier to the damage of this bonus attack unless the target is one of your favored enemies or that modifier is negative.

Dead or Alive (Level 7)

At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature unconscious instead of killing it.

Additionally, when you hit a creature with the bonus action attack granted by your Efficient Takedown, you can choose for the attack to deal no damage to instead reduce the target's speed to 0 until the end of your next turn.

Bounty Research (Level 11)

Beginning at 11th level, you can spend 1 hour in study and training, which counts as a light activity, to choose an additional favored enemy type. You don't learn an associated language when you choose another favored enemy this way. You retain this favored enemy type until you use this feature again.

Additionally, you automatically succeed on Constitution saving throws you make to maintain concentration on the hunter's mark spell while it targets one of your favored enemies.

Know the Enemy (Level 15)

Starting at 15th level, when you're hit by an attack from one of your favored enemies, or the target of your hunter's mark spell, you can use your reaction to quickly block the blow. When you do so, the damage you take from the attack is reduced by 1d10 + your ranger level.

Bounty Hunter

Bounty Hunter (Level 3)

Bounty Hunters protect humanoids from their own. Trained to hunt in cities and towns, they can track their prey through the dark alleyways and underbelly of any human settlement. Skilled in the use various martial techniques, these rangers are able to confront and subdue any dangerous humanoid.

Combat Superiority

At 3rd level, you gain the following Bounty Hunter features:

  • Maneuvers

    You learn two maneuvers of your choice from the list at the end of this Archetype. You can use only one maneuver per attack. When you gain a level, you can replace one maneuver you know with another of your choice. You learn one additional maneuver at 7th, 11th, and 15th level.

  • Superiority Dice

    You have three d6 superiority dice. To use a maneuver you must expend one of these dice, and you regain all expended dice when you finish a short or long rest.

    As you gain levels in this class your superiority dice grow in size and number. At 7th level you gain a fourth superiority die, and your dice become d8s. At 15th level, you gain a fifth superiority die and all of your superiority dice become d10s.

  • 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

Bounty Hunter Maneuvers

The maneuvers listed below are available to Bounty Hunter rangers, who focus on disabling and restraining their foes.

  • Ambush

    When you make a Dexterity (Stealth) check or roll for initiative, you can expend one superiority die and add it to the roll, provided you aren't surprised or incapacitated.

  • Blind

    As a bonus action, you can expend a superiority die, forcing a target within 10 feet to make a Constitution saving throw. On a failure, it takes damage equal to your superiority die and is blinded until the beginning of your next turn.

  • Concussive Blow

    When you hit with a creature with an unarmed strike you can expend a superiority die and force them to make a Constitution saving throw. On a failed save, the creature is stunned until the start of your next turn.

  • Crippling Strike

    When you hit a creature with an attack, you can expend a superiority die, adding it to the damage roll, and force it to make a Constitution saving throw. On a failure, it's speed is reduced to 0 until the start of your next turn.

  • Dirty Hit

    When you hit a creature with a weapon attack, you can expend a superiority die, adding it to the damage roll, and force it to make a Constitution saving throw. On a failed save, the creature's movement speed is halved and it cannot take reactions until the beginning of your next turn.

  • Trip

    When you hit a creature with a weapon attack, you can expend a superiority die, adding it to the damage roll, and if it is Large or smaller, it must make a Strength saving throw. On a failed save, the creature falls prone.

Ear to the Ground

Beginning at 3rd level, when you complete a long rest in a settlement, you have advantage on ability checks to gather information on its contacts, factions, or underworld. You can also identify, read, and communicate in Thieves' Cant.

Dead or Alive (Level 7)

Beginning at 7th level, when you make a Strength (Athletics) check to grapple or shove a creature prone, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Unwavering (Level 11)

Starting at 11th level, when a Large or smaller creature misses you with a melee attack, you can force it to make a Dexterity saving throw as a reaction. On a failed save, it falls prone, and if you have a free hand you can automatically grapple the creature as part of the same reaction.

The Most Dangerous Game (Level 15)

Your supernatural instincts allow you to predict your foe's attacks. Starting at 15th level, after you hit a creature with a weapon attack, any time that creature damages you until the start of your next turn, the damage is reduced by an amount equal to your Wisdom modifier (minimum of 1 hit point).

Bounty Hunter

Bounty Hunter (Level 3)

Nothing about people is simple—until they run.

— Jarlaxle

Elite rangers that take up the bounty hunting profession are self-employed mercenaries that are constantly looking for work. Usually hunting for outlaws and criminals, though sometimes whoever has a high price on their head, whether it's a noble lord or a monstrous creature. They populate the numerous cities of the Underdark, hanging around taverns, pubs, and solitary alley ways. Deadly and cunning, when a bounty hunter takes a job, it's almost certain they will get it done.

Bounty Hunter Magic

3rd-level Bounty Hunter feature

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

Bounty Hunter Spells
Ranger LevelSpell

3rd

disguise self

5th

blindness/deafness

9th

haste

13th

otiluke's resilient sphere

17th

hold monster

Sleep Dart

3rd-level Bounty Hunter feature

As a bonus action, you can coat a dart with a serum that causes the target to fall asleep. When you hit a creature with a Sleep Dart, the creature must make a Consitution saving throw against your spell save DC. On a failed save, the creature falls asleep, falling prone and becoming unconscious for 1 minute or until the creature is shaken awake by another creature or takes any damage.

As part of finishing a long rest, you can craft a number of Sleep Dart serum doses equal to your proficiency bonus. After 24 hours, a serum dose that has not been used loses its potency and is unable to put a creature to sleep.

Whiplash (Level 7)

7th-level Bounty Hunter feature

You have crafted a device that helps you subdue your target. You are proficient with this device, called the Whiplash. It may look like a whip, grappling hook, or some other similar device of your choice.

When you take the Attack action, you can use your Whiplash to make a melee weapon attack against one creature. Drawing or stowing this weapon does not count as an Object Interaction on your turn. The Whiplash has a reach of 20 feet and the Finesse property. When you hit a creature with the Whiplash, the creature takes 1d4 slashing damage and must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus). On a failed save, you can pull a large or smaller creature up to 15 feet closer to you and knock it prone. Huge and larger creatures can't be pulled, but can be knocked prone. You can also target objects to pull toward you. If the object is being held by a creature, the creature must make a Strength saving throw, losing its grip of the object on a failure.

Aerial Hunter (Level 11)

11th-level Bounty Hunter feature

As a bonus action, you can grant yourself a flying speed equal to your walking speed for 1 minute, and can hover. The method you use to achieve this flight may be mechanical or magical, and may take on any appearance that is appropriate in your game setting.

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

Lie in Wait (Level 15)

15th-level Bounty Hunter feature

If you surprise a creature, you can choose not to use any of your movement and instead perform two actions on your first turn of combat.

Additionally, any saving throws you force a surprised creature to make are made with disadvantage.

Bounty Hunter

Live Capture (Level 7)

At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature unconscious instead of killing it.

Additionally, when you hit a creature with the bonus action attack granted by your Efficient Takedown, you can choose for the attack to deal no damage to instead reduce the target's speed to 0 until the end of your next turn.

Know the Enemy (Level 15)

Starting at 15th level, you excel at anticipating the violent behaviors of your marks. When your bounty or a creature targeted with your hunter's mark or quarry's mark spell hits you with an attack, you can use your reaction to block the blow. When you do, the damage you take from the attack is reduced by 1d10 + your ranger level.

Buccaneer

Buccaneer (Level 3)

Combining their survival skills, affinity for nature magic, and a passion for the high seas, Buccaneers are rangers who feel more at home on water then solid ground. Serving a sailors, pirates, marines or privateers, they are often one of the most valuable crew members on board their vessel. How did you come to sail the seas? Were you pressed into the service of a pirate captain, or have you sworn revenge on a sea monster?

Sea Legs

When you adopt this Archetype at 3rd level, you gain both a climb and swimming speed equal to your movement speed, and you can hold your breath underwater for a number of minutes equal to 10 + your Constitution modifier.

Buccaneer Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Windswept Hide (Level 7)

Your time exposed to the elements on the high seas has made your body more resilient then most. At 7th level you gain resistance to cold damage. If you are already resistant to cold damage you instead gain resistance to your choice of either lightning or thunder damage.

You can also see twice as far as the average member of your race, and you have advantage on Wisdom (Perception) checks when you have a clear line of sight and skies are clear.

Deep Sea Diver (Level 11)

Upon reaching 11th level, you learn to move about the waters as if you were an aquatic creature. While you are underwater, you can take the Dash action as a bonus action, and you gain darkvision out to a 60-foot radius. If you have darkvision from another feature its radius increases by 30 feet.

Wrath of the Waves (Level 11)

You bear the watery magic of the high seas whether on sea or land. Beginning at 11th level, when you hit a creature with a weapon attack, you strike them with watery magic. On hit, you either deal an additional 1d6 cold damage to the target, or force the creature to make a Strength saving throw. On a failed save, it is knocked back 10 feet in a straight line.

Creatures at least one size larger then you have advantage on their saving throw to resist being knocked back.

Watery Resilience (Level 15)

Starting at 15th level, when you are hit by an attack, you can use your reaction to temporarily take on a liquid watery form, gaining resistance to all damage from the attack. As part of the same reaction you can immediately move up to your full movement speed without provoking opportunity attacks.

You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses when you finish a long rest. If you have no uses left, you can spend a spell slot of 1st-level or higher to use this reaction.

Burghal Explorer

Burghal Explorer (Level 3)

Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless.

Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest plots of land.

Burghal Explorer Magic

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

Burghal Explorer Spells
Ranger LevelSpell

3rd

find familiar

5th

misty step

9th

tongues

13th

Mordenkainen's faithful hound

17th

animate objects

Grazing Strike

At 3rd level, you gain the ability to hinder your foes with your strikes. Whenever you hit a creature with a weapon attack, you can graze your target's arm, leg, chest, or head (provided it has the body part). When you do, the creature takes an additional 1d4 damage of the weapon's type and you impose one of the follow effects on that target:

Head

It has disadvantage on the next saving throw it makes before the end of its next turn.

Arm

It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn.

Leg

Its movement speed is reduced by 10 feet until the end of its next turn.

Chest

It must succeed on a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage.

Expanded Natural Explorer Option

Because some rangers, like burghal explorers, are most at home in cities, the favored terrain options for the Natural Explorer feature have been expanded to include urban environments. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the Player's Handbook.

Above and Below (Level 7)

At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Close Quarters (Level 15)

At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you.

Conclave of the Cinderwatch

Conclave of the Cinderwatch (Level 3)

When life takes and takes, nihilistic purpose calls loudly to those given to action: to go out in a blaze of glory with one great deed before death. But from the fires of calamity, some find quiet. They take up another mantra; to endure, to go on even when things are so tough as to feel impossible. Wounds to heart and health heal in time, and, although scarred, such heroes will persist to see new good done in the world. They swear to survive every setback, and continue the good fight.

Cinderwatch Training

You gain proficiency in one of the following skills of your choice: Athletics, Medicine, Nature, or Survival.

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

Cinderwatch Spells
Ranger LevelSpell

3rd

create or destroy water

5th

gust of wind

9th

beacon of hope

13th

control water

17th

passwall

Fireline

Sometimes the only way to prevent the spread of danger is to proactively clear the path of destruction. As a bonus action, you can mark an invisible fireline on the ground within 120 feet of you. You can form it into a hemispherical dome with a radius up to 10 feet, or you can orient it as a flat surface up to 60 feet long and 60 feet high. In any form, the fireline is 1/4 inch thick. It must placed on a solid surface.

Whenever a creature or object on your side of the fireline is targeted by an attack, spell, or other effect that deals fire damage (such as the fire bolt spell or the breath weapon of a red dragon) that originates from the other side of the threshold, any fire damage dealt is reduced by a number equal to your ranger level.

Moreover, a creature or object that you can see moving through the fireline towards you or that ends its turn there takes an additional 1d4 damage from each of your attacks until the end of your next turn.

The fireline vanishes if you mark a new one.

At 11th level, the maximum size of the fireline doubles, and the additional damage you deal to targets crossing it increases to 3d4.

Water Diviner

You have the ability to dowse for the presence of water. As an action, you detect the distance and direction to any bodies of water within 1 mile of you. You know the rough size and shape of any water bodies you detect, as well as if they are potable, freshwater, or saltwater, and the compass direction of any persistent flow, such as that of a river.

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

Rescue (Level 7)

When someone is about to be engulfed in the inferno, you don't hesitate. As a reaction when a creature no more than one size larger than you that you can see is forced to make a Dexterity saving throw, you can use your reaction to move up to your speed towards it. If you move within 5 feet of it, you tackle it out of danger, causing it to succeed on the save. You use the creature's save result instead. You can wait until after the creature rolls its save before deciding to use this reaction, but must decide before the DM says whether the save succeeds or fails.

Renewal (Level 11)

As an observer of ashen landscapes, you know the vital energy of regrowth that can be imparted by the flame. Whenever you restore hit points to a creature that has taken fire or lightning damage since the start of your last turn, the target and creatures of your choice within 5 feet of it regain additional hit points equal to your ranger level.

Extinguish (Level 15)

The suppressive powers of your protective spells must be able to dampen the mightiest energies. Whenever you cast a non-damaging spell that affects an area, exposed flames in the area are immediately extinguished. In addition, choose a number of creatures, objects, or magical effects within the area of the spell up to your Wisdom modifier. Each target is suppressed in one of the following ways of your choice:

  • It loses all temporary hit points and increases to its maximum hit points, and it regains the minimum number of hit points possible from any healing. While it is outside the area of your spell, a target can make a Constitution saving throw against your ranger spell save DC at the end of each of its turns. On a success, this suppression ends, although any temporary hit points or additional maximum hit points lost are not regained.

  • On its turn, regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack. While it is outside the area of your spell, a target can make a Constitution saving throw against your ranger spell save DC at the end of each of its turns. On a success, this suppression ends.

  • All magical effects and spells affecting it are targeted as if by the dispel magic spell, cast at its lowest level.

Cronesguard

Cronesguard (Level 3)

Although hags have a reputation for villainy, they are powerful protectors of natural places and those who choose to live on the fringes of civilization. In this role, the Feywild natives sometimes forge an unusual alliance with rangers with similar interests. Cronesguard act as a hag coven's agents in lands beyond their reach and, in exchange, the coven lends the ranger a portion of their power. You have made such a pledge.

Cronesguard Magic

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

Cronespeech

At 3rd level, you gain the ability to communicate telepathically with any creature with an Intelligence score of 6 or less within 60 feet, whether you share a language or not. You have advantage on Charisma checks you make to convince or influence such a creature.

Additionally, you can cast the find familiar spell without expending a spell slot. Once you cast the spell with this feature, you can't cast it again until you finish a long rest'24.

Dark Blades

Also at 3rd level, once per turn when you hit a creature with a weapon attack, you can choose to deal an extra 1d6 necrotic damage to the target.

This damage increases to 1d12 when you reach 11th level in this class.

Blessing of Mother Night (Level 7)

By 7th level, your actions have pleased the crones that watch over you and given them a reason to protect you. You gain resistance to necrotic damage and have advantage on saving throws against being frightened.

Additionally, you gain one eldritch invocation of your choice from among those available to the warlock class, using your ranger level as a warlock level for the purpose of meeting an invocation's prerequisites. If an invocation references your Charisma or Charisma modifier you can use your Wisdom or Wisdom modifier instead. Whenever you gain a level in this class, you can replace the chosen invocation with a different one.

Night Mother's Lullaby (Level 11)

Starting at 11th level, you can call upon the power of the crones to stop the flow of battle. You learn the sleep spell, which counts as a ranger spell for you.

When you cast sleep, you can channel the fey magic of your matrons. When you do, you can choose to use the maximum possible total on the dice instead of rolling to determine the total hit points of creatures the spell can affect. Once you use this ability, you can't use it again until you finish a long rest'24.

Heartstopping Horror (Level 15)

By the time you reach 15th level, you are as terrifying to a foe as any hag. When you would be hit by an attack, or targeted by the magic missile spell, you can use your reaction to bind your foe with dread magic. The attacking creature must succeed on a Wisdom saving throw against your spell save DC or the triggering attack (or magic missile) misses and the creature is stunned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain your expended uses when you finish a long rest'24.

Dark Trapper

Dark Trapper (Level 3)

Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.

Dark Tether

You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of 1) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.

While tethered in this way, the creature cannot move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it cannot take reactions. If the creature dies, its tether vanishes.

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

Uncanny Strikes (Level 7)

You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.

Blood Bound (Level 11)

You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.

Deadfall (Level 15)

You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.

Darksong Knight

Suppress Resistance (Level 7)

7th-level Darksong Knight feature

As a bonus action, you can target one creature you can see within 60 feet of you and make an Arcana check. The DC for the check is equal to the creature's Constitution score. On a successful check, the DM will tell you what damage resistances, if any, the creature has. You can then chose one of those resistances and suppress it for 1 minute. During that time, the creature gains no benefit from that damage resistance type.

Alternatively, you can ask the DM to tell you what the creature's damage immunities or condition immunities are. You can then choose one immunity to suppress for 1 minute. A suppressed damage immunity becomes a damage resistance of the same type, and a suppressed condition immunity causes the creature to become susceptible to that condition, but the creature has advantage on saving throws against that condition.

A creature can only be effected by this feature once per combat.

Bane of the Vile (Level 11)

11th-level Darksong Knight feature

You are exceptionally well versed in fighting vile creatures such as aberrations, fiends, and monstrosities. When you hit one of these kinds of creature with an attack, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you and can't take reactions until the end of your next turn

You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest. A use of this feature is expended only when a creature fails its saving throw.

Maiden's Fury (Level 15)

15th-level Darksong Knight feature

As a vessel of the Dark Maiden's will, you have learned to channel her power to turn the tide of battle against the most dangerous of foes. When you hit a creature with an attack while you have less than half of you maximum hit points, you can use this feature to immediately deal an additional 10d8 radiant damage to the target.

Once you use this feature, you can't use it again until you have finished a long rest.

Deadeye Sniper

Ranger Variants (Level 1)

These archetypes make use of the SRD Ranger class, but other variants might apply a special 5th level feature to this archetype. If you wish to use one of these archetypes with another version of the ranger class, add the Extra Attack feature at 5th level.

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.

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

Dervish (Level 3)

You are one of the legendary Dervish: fierce, lighting fast warriors who call the desert their home. Though there are others who profess skill at fighting with a pair of weapons, there are none that compare to the absolute mastery of the style the dervish hold. As well, they excel at both distraction and misdirection, and seem to be able to bend the sands of their homeland to their whim.

Sand Sprinter

Beginning when you select this archetype at 3rd level, moving through sand and similar materials cost you no extra movement. Additionally, your base walking speed increases by 5 feet. At 7th level, this movement speed bonus increases to 10 feet, and at 15th level it increases to 15 feet.

Dervish Dance

At 3rd level, you can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls you make with light melee weapons. Additionally, if you have moved at least 10 feet on your turn, you can attack twice instead of once when you use your bonus action to engage in two-weapon fighting using two light weapons.

Sandstorm (Level 7)

Starting at 7th level, you learn to kick up an obscuring cloud of sand around yourself while you move. When you move more than 15 feet on your turn, you can use an action to cause your space to become heavily obscured until the start of your next turn. Your ability to see is unhindered by this effect.

d6 -> d8) to a maximum of 1d8."],"level":11,"name":"Sirocco","page":89,"source":"MFOV:WU","subclass_name":"Dervish","subclass_short_name":"Dervish"}" data-base-path="https://runerollers.com/apps/platform">

Sirocco (Level 11)

Starting at 11th level, while wielding a light melee weapon in each hand, 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.

Additionally, the damage die of any light melee weapon you wield increases by one step (d4 -> d6 -> d8) to a maximum of 1d8.

Dune Tunneler (Level 15)

At 15th level, you learn the secret of moving through the dunes. You gain a burrow speed in sand and similar materials equal to your walking speed. While burrowing, you gain tremorsense out to 30 feet, and you can breathe while submerged. Once per turn, if you exit the sand next to a foe on your turn, you gain advantage on your first attack against that creature.

Desecrator

Desecrator (Level 3)

Cold, creeping decay accompanies a Desecrator's presence. These rangers are as patient and inexorable as the unstoppable march of time. They aim to reduce everyone they encounter to the same rancid slurry, for all are equally foul in death.

These rangers often hunt ageless, supernatural beings like dragons and celestials, and are just as happy to destroy the forces of good as they are evil creatures. They wield exotic fungi and horrific bacteria to sicken their living foes and digest dead ones.

Desecrator Spells
Ranger LevelSpells

3rd

find familiar

5th

acid arrow

9th

animate dead

13th

blight

17th

conjure elemental

State of Decay (Level 3)

Rot takes many forms. You determine the appearance of your magic and how it affects the bodies of other creatures. Decide on an appearance, or choose from or roll on the State of Decay table below.

State of Decay
d8Appearance

1

Growing mushrooms and mold

2

Emanating gas clouds

3

Oozing slime

4

Disintegrating into dust

5

Vanishing piece-by-piece into oblivion

6

Melting into a puddle

7

Devoured by insect swarms

8

Shattering like glass

Unsanitary Conditions (Level 3)

Starting at 3rd level, creatures you conjure spread death wherever you go. Whenever a creature you summoned or otherwise created with a ranger spell dies, it emanates magical sickness in a 5-foot radius around the point it died for 1 minute. Creatures you summon can also be undead, instead of their normal creature type, and undead you animate with your animate dead spell or similar magic are considered creatures you summon for the purposes of all your Desecrator features.

The rot inflicts the following effects on a creature that enters the area or starts its turn there, ending at the end of its next turn:

  • The first attack you or a creature you've summoned make against it each round deals an additional 1d8 necrotic damage.

  • It subtracts a d4 from each attack roll it makes.

This die increases to a d8 when you reach 11th level in this class.

Plague Rat (Level 3)

Also at 3rd level, you learn the find familiar spell, which counts as a ranger spell for you but doesn't count against the number of ranger spells you know. You can cast the spell as a bonus action, without expending material components, three times, and must complete a long rest before you do so again.

You can kill this familiar at any time, no action required, causing it to spread the radius of magical rot described in your Unsanitary Conditions feature at the point it died.

When a creature of challenge rating 1/2 or higher dies within 30 feet of you, you can use your reaction to either cause the same radius of death to emanate from its corpse, or regain a casting of find familiar. The creature can't have been summoned by a spell or other magical effect.

Death Never Dies (Level 7)

At 7th level, you can magically transfer the wounds that would bring you closer to death to things already dead. When you take damage, you can use your reaction to transfer the damage to a creature you have summoned or one or more emanations of rot created by your Unsanitary Conditions feature.

If you target a summoned creature, the summoned creature takes all the damage. If you target an emanation, you reduce the damage you take by 5 for each one affected. This damage reduction increases to 10 per chosen radius at 15th level in this class, and 15 at 20th. No matter how much damage each aura absorbs, each one ends, and any corpse targeted by this feature can't be used to emanate rot again.

Sickening Strength (Level 11)

Starting at 11th level, the presence of death grants you power. When you or a creature you summoned deal damage, you can reroll a number of damage dice equal to the number of radiuses of rot within 120 feet of you, and must use the new roll. The number of dice you reroll cannot exceed half your ranger level.

Extant Form of Life (Level 15)

Starting at 15th level, your magical power over death and undeath lets you breathe new life into your fallen allies. The first time a creature you summon dies, it emanates rot at the point it died as normal, then comes back to life and regains half its hit points. It becomes an undead if it wasn't already and gains immunity to poison damage and the poisoned condition and the Undead Resilience trait. It also emanates a radius of rot which lasts until the spell ends or it otherwise leaves your control.

Dragoon

Dragoon (Level 3)

At the unusual crossroads between horsemanship, marksmanship, and wilderness expertise stand dragoons, rangers that are trained in firearms and move quickly across wide stretches of land. Most begin their careers in armies or large mercenary companies, but most welcome their skills no matter their source. In militaries, they often act as scouts or form flanking forces in combat; in smaller adventuring parties they are well-suited to hit and run tactics and exploration.

Proficiencies

Starting when you choose this archetype at 3rd level, you gain proficiency with advanced firearms.

Gunsmith

Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Dragoon Magic

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

Dragoon Spells
Ranger LevelSpells

3rd

longstrider

5th

find steed

9th

lightning arrow

13th

carven rifle

17th

tree stride

Reconnaissance

At 3rd level, you gain the ability to grant allies an edge in combat by studying the battlefield beforehand and giving a report to your companions. Choose an area with a 50-foot radius you can see within 500 feet; if you are in an elevated position or otherwise have a better view, this range may be extended at the DM's discretion.

By studying this area for at least 1 minute, you are able to glean some basic tactical information about it, such as where roots or rubble make footing tricky, or where hanging vines might obstruct movement. If your allies are with you, you may point these things out as you see them; otherwise you must spend 1 additional minute relaying this information to them in person later.

You and any allies who hear this information gain the following benefits the first time you enter combat in the chosen area within the next hour:

Also at 3rd level, when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • You have advantage on initiative checks within the chosen area.

  • You may ignore difficult terrain within the chosen area for the duration of the encounter. Difficult terrain created by spells or other magical effects still affects you.

  • When attacking, you treat all cover within the area as reduced by one step: total cover is treated as three-quarters cover, three-quarters cover is treated as half cover, and half cover is ignored.

Revised Ranger

If you're using the revised ranger, you can use this subclass with it if you make one addition: give it the Extra Attack feature.

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

Ride-By Attack (Level 7)

By 7th level, your cavalry training enables you to make hit-and-run attacks on the battlefield. During your turn, if you are mounted and make a weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Terrain Awareness (Level 11)

At 11th level, you have become increasingly aware of all the nuances of terrain and environment in the chosen area of your Reconnaissance ability, and can use this knowledge to help your companions. While within that area, you may use your reaction to grant one ally within 15 feet of you (who is also within the chosen area) advantage on one attack roll, saving throw, or ability check. You may use this ability once, and regain spent uses after a short or long rest.

At 18th level, the range of this ability increases to 30 feet, and it may be used twice between rests.

Earthen Assault (Level 15)

At 15th level, you gain a magical connection to the land within the chosen area of your Reconnaissance ability. Both time requirements for Reconnaissance are reduced to two rounds (12 seconds) each to complete as the ground willingly reveals its secrets to you.

Additionally, once per turn you may use your bonus action to command the environment to attack one creature within the chosen area, as long as you are also within the area. The form this attack takes depends on the environment, and is up to the DM. A thorny vine might strike out, pebbles or a boulder may fling themselves at an enemy, or water may rise up and freeze itself onto the target. Although the DM decides the type of damage based on the attack, this attack uses your spell attack modifier for its attack roll and deals damage equal to 2d8 + your Wisdom modifier.

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.

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.

Dreamcatcher

Sentinel of the Psyche (Level 7)

Nothing that lurks in the mortal mind has any power to surprise you now. You gain resistance to psychic damage and proficiency in Intelligence saving throws.

As a reaction when a creature within 30 feet of you takes damage or makes an Intelligence saving throw, you can choose to lose these benefits until the end of your next turn and grant them to that creature for the duration.

Fleeting as a Dream (Level 11)

You flit on the flow of imagination to bear messages across minds and time, or to run down your quarry. You gain a flying speed equal to twice your walking speed. You fall if you end your turn in the air more than 30 feet away from another creature with an Intelligence score of 3 or higher.

In addition, you can cast the dream spell once without a spell slot, and you regain the ability to do so when you finish a long rest. When cast in this way, you cannot choose a creature other than yourself to enter the dream trance.

Ephemeral Outstrider (Level 15)

Your spirit is forever dappled in the fickle light of dreaming. You gain one of the following features of your choice. When you take part in a dream spell, you can replace your choice for both this feature and for your Gloaming Hunt feature.

Bizarre Phantasmagoria

The endless metamorphosis of dreaming energizes your hunt. You learn the polymorph spell. It doesn't count against the number of ranger spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Once per turn when you successfully hit a creature with a weapon attack, you can cast the spell on the target as part of the same action, requiring no components. If you do so, the spell's duration becomes 1 minute for that casting, which does not require concentration. When a creature transformed in this way reverts to its normal form, it takes psychic damage equal to five rolls of its Hit Die.

Liminal Being

You stalk the fading divide between the waking mind and retreating dreams, where memory evaporates like mist. Whenever a creature loses sight of you, you can choose for it to forget your existence for up to 24 hours. Its memories of you return the next time it sees you.

Additionally, you can use your action to choose a creature within 60 feet of you that cannot see or remember you and attempt to draw it into further forgetfulness. The creature must succeed on an Intelligence saving throw against your ranger spell save DC or lose all memory of a number of creatures or objects you choose equal to 1 + your Wisdom modifier (a minimum of 1). The chosen creatures or objects cannot be visible to the target. These memories return after 24 hours; if the target sees a forgotten creature or object before the duration ends, it has no recollection of it.

Terrible Visitation

As an action, you can summon forth a nightmare under your telepathic control. The nightmare has the statistics provided in the Monster Manual, though it is a construct, instead of a fiend. Additionally, it can understand any languages you speak, and you can choose to replace the resistance to fire damage it confers to anyone riding it with resistance to another type of damage. The nightmare remains for 1 minute, or until you dismiss it early as an action.

While riding the nightmare, your weapon attacks deal an additional 1d10 psychic damage, and a creature you damage with a weapon attack must succeed on a Wisdom saving throw against your ranger spell save DC, or become frightened of you until the end of its next turn.

Once you summon the nightmare, you can't summon it again until you finish a long rest, unless you expend a spell slot of 4th-level or higher to do so again.

Drone Master

Drone Master (Level 3)

For some, the lure of high-tech gadgetry, mechanized limbs, and shiny chrome is too much to avoid. Drones are a part of most modern corporate security systems, and for good reason. Drones don't complain, they don't get sick, and they don't betray you to your business rivals. In a firefight, the best companion to have at your back is the one who will listen to and obey your orders unquestioningly.

The Drone Master is a different sort of breed. While they can produce cold, pitiless killing machines as effectively as any megacorp, some have opted for something more. Using a form of magically implanted artificial intelligence, they can instill consciousness in their drones, and some have even developed personalities. It's a brave new world, one where the people may soon find themselves outdated by machinery.

Tool Proficiency

Starting at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Drone Master Magic

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

Drone Master Spells
Ranger LevelSpells

3rd

catapult

5th

heat metal

9th

fly

13th

fabricate

17th

animate objects

Chimera Drone

At 3rd level, you have engineered a robot with synthetic materials, machine parts, and refined oil, then magically infused it with life and sentience. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the chimera drone stat block. You determine the build and style of the drone and whether it moves on legs, wheels, or treads; your choice has no effect on its game statistics.

In combat, the chimera drone shares your initiative count, but takes its turn immediately after yours. If it has died within the last hour, you can use your tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The chimera drone returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new chimera drone if you have your tinker's tools with you. If you already have a chimera drone from this feature, the first one immediately perishes.

Loadout

By 3rd level, you have developed combat and utility attachments for your drone. Choose two of the following attachments to modify your chimera drone.

  • Hacker-Bot. The drone gains proficiency with electrician's tools, hacking tools, and it gains the benefits of having the hacking tools augment installed. It can launch a built in universal cable up to 30 feet to connect itself to a port it can see.

  • Primed Shot. The drone can use its primed shot attack.

  • Razor Claws. The drone can use its razor claws attack.

  • Serum Shot. You can use your bonus action to cause a creature of your choice within 30 feet of the drone that it can see to regain hit points equal to 1d6 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

  • Shock Prod. The drone can use its shock prod attack.

Over the course of a long rest, you can replace your chimera drone's attachments with two attachments of your choice.

Orchestrated Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, when you take the Attack action on your turn, you can forgo one or two of your attacks to have your drone use its reaction to make the attacks instead.

Upgrade (Level 7)

At 7th level, you have refined your engineering to improve your drone's attachments. Each attachment gains its respective additional abilities or effects.

  • Hacker-Bot. As an action, the drone can cause an EMP at a point it can see within 60 feet of it. Machines, constructs, and vehicles within 30-foot-radius of that point are subjected to EMP.

  • Machines in the area cease to function for 1 minute. Constructs in the area with the Electronics feature must succeed on a Constitution saving throw against your spell save DC or they are stunned until the end of your next turn. Vehicles in the area must succeed on a Constitution saving throw against your spell save DC or its movement speed is reduced to 0 and can't take actions or reactions until the end of the drone's next turn.

  • Additionally, wireless and radio connections within a 100-foot-radius radius of the point are suppressed for 1 minute.

  • Once the drone uses this ability, it must finish a short or long rest before it can use it again.

  • Primed Shot. A target hit by this attack begins burning for 1 minute, so long as it is not already burning from this attack, and takes 1d6 fire damage at the start of each of its turns.

  • Razor Claws. The drone can grapple a creature up to one size larger than it hit by this attack. Until this grapple ends, the chimera drone can't use its razor claws against another target.

  • Serum Shot. Instead of regaining hit points, this ability can end either one disease or one condition for the creature. The condition can be blinded, deafened, paralyzed, poisoned, or stunned.

  • Shock Prod. A creature hit by this attack can't take reactions until the start of its next turn and its speed is reduced by 10 feet.

Additionally, the drone's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cyberdemon (Level 11)

At 11th level, through a combination of magic and machinery, your chimera drone has achieved the cutting edge of technological superiority. You can choose one of the following advanced attachments to modify your chimera drone.

  • Anti-Grav Boosters. Your drone gains a flying speed of 80 ft. and the ability to hover. It gains a +2 bonus to its AC.

  • Hijack Module. Your drone can cast commandeer vehicle using your spell save DC and requiring no components. Once this ability has been used, it cannot be used again until it finishes a long rest.

  • If the drone is proficient with hacking tools, it can add your proficiency bonus to ability checks made with its hacking tools.

  • Mobile Unit. Your drone becomes a Medium size sentient vehicle that can hold 1 rider. Its walking speed changes to 120 feet and its climbing speed changes to 60 feet. Its hit point maximum increases by an amount equal to your ranger level.

Over the course of a long rest, you can replace your chimera drone's advanced attachment with one attachment of your choice.

Master's Call (Level 15)

At 15th level, the bond between you and your chimera drone has become second-nature and you can call your drone to defend you in your moments of need.

When a creature you can see attacks you, you can use your reaction to have your drone move up to half its movement speed. At the end of this movement, if the drone is within 5 feet of you, you can force the attack to target the drone instead. This movement doesn't provoke opportunity attacks.

Druidic Guardian

Druidic Guardian (Level 3)

While most rangers stand with a foot in the wild and one in the civilized world, some side firmly with nature. Where cities and industry encroach on ancient groves and wild forests, the rangers known as Druidic Guardians stand as defenders of the wild. Wielding the primeval nature magic, these warriors use the power of the wilderness to defend their homes.

Limited Wildshape

When you adopt this Archetype at 3rd level, you learn to Wild Shape, much like a druid does. You can use a bonus action to assume the form of a beast you have seen before. Your ranger level determines the beasts you can transform into, as shown in the table below. You must follow all the other rules for Wild Shape as detailed in the druid class description.

LevelMax CRLimitationsExample

3rd

0

No Flight or Swim Speed

Deer

7th

1/4

No Flight Speed

Octopus

11th

1/2

-

Hawk

15th

1

-

Giant Eagle

You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.

Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use Wild Shape again.

Druidic Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Also, when you learn a ranger spell, you can choose from the druid spell list, and it becomes a ranger spell for you.

Friend of the Wild (Level 7)

By 7th level, druidic magic has permeated your body, allowing the wilds to recognize you as friend. You can speak, read, and write Druidic, the secret language of druids. While speaking Druidic, you are under the effects of speak with animals.

Primal Strike (Level 7)

Also starting at 7th level, your attacks while in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Guardian's Grasp (Level 11)

Beginning at 11th level, you can cast ensnaring strike 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.

You can use this feature while you are in your beast form.

Thousand Forms (Level 15)

You can use druidic magic to change your own form in subtle ways. At 15th level, you learn the spell alter self, and can cast it at will, targeting only yourself, without expending a spell slot. It counts as a ranger spell for you, but doesn't count against your total number of Spells Known.

Dunestrider

Dunestrider (Level 3)

While all rangers are adept at surviving the wilderness, those known as Dunestriders make survival their life's work. These rugged wanderers have adapted to live in the harshest lands imaginable; arid deserts, frozen tundras, alpine heights with little air to breathe, and dead lands blasted by arcane magic. Donning their signature Wastelander's Cloak and using their affinity for illusions, there is little that can kill a Dunestrider.

Wastelander's Cloak

You are able to survive the most inhospitable environments imaginable. When you adopt this Archetype at 3rd level, you gain proficiency with weaver's tools and the Survival skill.

At the end of a long rest, you can use your weaver's tools to create a Wastelander's Cloak, a hardy garment that protects your body from the harsh environments you call home. While a creature wears this Cloak they gain the following benefits:

  • They gain a bonus to Dexterity (Stealth) checks to hide in wasteland environments (like desert, tundra, or blasted lands) equal to your Wisdom modifier (minimum of +1).

  • They require half as much water, and one quarter the amount of food in order to survive each day.

  • They have advantage on saving throws to resist the effects of harsh environments and subsequent exhaustion levels.

During each long rest, you must spend time maintaining your Wastelander's Cloaks or they fall into disrepair and lose their beneficial properties. You can maintain a total number of Wastelander Cloaks equal to your proficiency bonus.

Dunestrider Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Elemental Wastelands

While most Dunestriders hail from the deserts of the material plane, it is not unheard of for them to come from the harshest outer planes. Some high-level Dunestriders call the elemental planes home.

Rugged Resilience (Level 7)

You can shrug off the harsh effects of elemental assaults. Starting at 7th level, when you are subjected to an effect that deals cold, fire, poison, necrotic, or radiant damage, you can use your reaction to reduce the damage you would take by an amount equal to your ranger level + your Wisdom modifier.

You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can spend a spell slot of 1st-level or higher to use this reaction.

Illusory Strikes (Level 11)

You can use potent illusion magic to enhance your combat abilities. Beginning at 11th level, when you take the Attack action on your turn, you can use a bonus action to create a temporary illusory duplicate of yourself in a space you can see within 30 feet of you. Your illusory duplicate then makes one weapon attack with an illusory duplicate of your weapon against a target of your choice. On hit, it deals force damage in place of your weapon's normal damage and disappears.

Illusory Transposition (Level 15)

Your skill with illusions has greatly increased. Beginning at 15th level, you can use a bonus action to create your illusory duplicate even when you do not take the Attack action on your turn. Your illusory duplicate must still make an attack.

Also, immediately after your illusory duplicate makes an attack, you can choose to teleport and instantly switch places with your duplicate, without provoking opportunity attacks.

Extreme Explorer

Extreme Explorer (Level 3)

Tales of dangerous traps and terrifying monsters fill most hearts with fear, but the Extreme Explorer relishes the challenge. Fear is nothing more than a four-letter word; it's the thrill of life or death that keeps the heart of an Extreme Explorer beating, the unyielding longing to see what's over the horizon or around the next corner.

Extreme Explorers often serve as guides or adventurers that specialize in plumbing the depths of the jungles of Xen'drik or the utter blackness of Khyber. Stormreachers and explorers from the fringes of society most commonly choose this daring path.

Extreme Explorer Magic

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

Extreme Explorer Spells
Ranger LevelSpells

3rd

comrephend languages

5th

locate object

9th

fly

13th

freedom of movement

17th

far step

Wanderlust

Beginning at 3rd level, the world is your oyster, and you intend to take full advantage of it. You gain proficiency in the History and Survival skills; if you are already proficient in one or both of these skills, select another skill to gain proficiency in. Your proficiency bonus is doubled for any ability check you make that uses either History or Survival.

Additionally, when you finish a long rest, you can choose to replace one of your favored terrains from your Natural Explorer class feature with the type of terrain that you just finished resting in.

Flashy Fighting

Also at 3rd level, you fight with cocky flair, but aren't afraid to gain the upper hand by kicking sand in your foe's face, taunting them, or yelling 'Behind you!' to distract them.

As a bonus action, choose one creature you can see within 30 feet of you and select one of the following effects. The next time you hit that creature on this turn with a weapon attack, it takes 1d6 extra damage from the attack and suffers the chosen effect:

  • The creature's speed is reduced to 0 until the start of your next turn.

  • Cause the creature to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your attack roll. If your attack roll is higher, it is disarmed and drops one weapon it is holding.

  • Grant yourself advantage on the next weapon attack you make against the creature in the next minute.

When you reach 11th level in this class, the extra damage increases to 2d6.

Fortune Favors the Bold (Level 7)

At 7th level, you have uncanny luck in difficult situations. You gain a pool of three fortune points that you can use to influence events in your favor. A fortune point is expended when you use it, and you regain all of your expended fortune points when you finish a short or long rest. At 15th level, you gain two additional fortune points.

You can expend a fortune point at any time to gain one of the following benefits:

  • All opportunity attacks against you are made at disadvantage until the end of your turn.

  • You gain advantage on one ability check.

  • The last creature that you hit with a weapon attack on this turn focuses all its attention on you. It has disadvantage on all attack rolls against other creatures until the start of your next turn.

  • You can fall from great heights and land without a scratch. When you take falling damage, you reduce the damage dice rolled by up to 5d6.

Better Lucky than Good (Level 11)

At 11th level, you find that more often than not, your blows inflict more damage than you'd expect. When you roll a 1 on any damage die, you can instead use the highest number possible for that die. Additionally, when you roll a 1 on an attack roll or ability check, you can reroll the die and must use the new roll.

Utterly Unflappable (Level 15)

At 15th level, you are a daring hero of legend. As a reaction to failing a saving throw, you can choose to succeed instead.

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

Fey Protector

Fey Protector (Level 3)

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 Protector, a ranger sworn to protect nature across the mortal and the fey realms.

One with Nature

3rd-level Fey Protector feature

Your bond the feywild creates a connection to nature, granting you the following benefits:

  • You learn the druidcraft cantrip, which is a ranger spell for you.

  • You gain an additional favored terrain.

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 pixies flutter around you while you take a short or long rest.

2

Fresh grass and vines sprout from your hair each dawn.

3

You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.

4

Your shadow stands at attention while no one is looking directly at it.

5

Horns or antlers sprout from your head.

6

Your hair changes color to match the local climate at each dawn.

Fey Protector Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Protector 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 Protector Spells
Ranger LevelSpells

3rd

sanctuary

5th

hold person

9th

slow

13th

aura of life

17th

hold monster

Sure-Footed (Level 7)

At 7th level, your bond with the raw natural power of the feywild enhances your familiarity with natural terrain. You gain the following benefits:

  • While in your favored terrain, you gain the benefits listed in the Natural Explorer class feature after only 15 minutes of travel rather than an hour.

  • While traveling for 15 minutes or more in your favored terrain, you and your allies may move stealthily at a normal pace.

Fey Resistance (Level 11)

By 11th level, you have learned to stand strong in the face of adversity. You gain one of the following features of your choice.

  • Ironwood Mind.
  • Escape the Horde.
  • Multiattack Defense.

Natural Reflexes (Level 15)

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

  • Evasion.
  • Uncanny Dodge.
  • Stand Against the Tide.

Fey Trapper

Fey Trapper (Level 3)

The trappers of the fey courts are legendary to any mortal that shares that profession. Trained in methods as old as the courts themselves, these trappers utilise indomitable physical prowess, uncanny survival skills, and ancient nature magic to get the job done. They venture out into the dangerous Feywild and return laden with rare meats and exotic pelts for the capricious fey lords and ladies that employ them. Some of these rangers have taught their skills to outsiders, but all of them specialise in cornering their quarries, and then taking them down in one swift, clean blow.

Fey Trapper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Trapper 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 Trapper Spells

Cornered Prey

When you choose this archetype at 3rd level, you know how to strike more effectively when your prey has nowhere to run. You have advantage on weapon attacks against any creature that is standing on difficult terrain or that currently has less than its normal amount of speed.

Clean Killer

At 3rd level, you learn the best way to slaughter your prey to ensure maximum yield from the carcass. When you kill a creature with a weapon attack, the DC for all harvesting checks made on that creature are reduced by 5.

Glamoured Lure (Level 7)

Starting at 7th level, you learn to attract your prey and lower their defences with magical enchantments. As an action, you may force a creature within 30 feet of you that you can see to make a Wisdom saving throw against your ranger spell save DC. Your favoured enemy has disadvantage on this saving throw. On a failure, that creature is charmed by you for 1 minute or until they take damage.

While you have a creature charmed in this way, you may use your bonus action to create a pale marble of light within 60 feet of you in a space you can see. At the start of their turn, the charmed creature must use as much of their movement to move towards that marble of light as possible, staying in that spot if they manage to reach it. If moving towards the marble requires the creature to enter terrain that would directly harm them, such as a pit of lava or a deep pit, they may make the saving throw again, ending the charm on a success. On subsequent turns, you may use another bonus action to move the marble of light to another space within 60 feet of you that you can see.

Once you use this feature, you may not use it again until you finish a short or long rest.

Binding Blow (Level 11)

At 11th level, you learn to infuse your attacks with a fey enchantment that restricts your prey. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature on this turn with a weapon attack, they must make a Strength saving throw against your ranger spell save DC. On a failure, that creature's movement speed is reduced to 0 until the start of your next turn.

Tactical Advantage (Level 15)

When you reach 15th level in this class, any time you hit a creature with a weapon attack that was rolled at advantage, that creature is marked by you until the start of your next turn. While marked, a creature has disadvantage on all attack rolls it makes against you, and you have advantage on any saving throws imposed by them.

Fey Wanderer

Fey Wanderer (Level 3)

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.

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.

Feyfriend

Feyfriend Archetype (Level 3)

Those who venture into the forests deep enough might find crossroads that connect the Feyrealm and the Material Plane. Often, mischievous fey dwell around these planar breaches, and if one can express the right attitude, they can be befriended. The fey respect those who understand their nature and are willing to become lifelong allies over time.

Resist Lure

Starting at 3rd level, you learn how to resist enchantments. You gain advantage on saving throws against being charmed.

Fey Armament

Starting at 3rd level, the fey lords grant you the armament of a sprite. These weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The weapon disappears after 1 minute, if it is more than 5 feet away from you for 1 round, if you dismiss the weapon (no action required), or if you die. Once you use this feature, you can't use it again until you finish a long rest.As an action, you can create one of the following weapons in your empty hand:

  • Shortbow of the Sprite. A creature hit by this shortbow must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

  • Sword of the Elves. This extremely sharp longsword deals an extra 1d6 slashing damage.

Speak with Beasts and Plants

Starting at 3rd level, you can communicate with beasts and plants as if they shared a language with you. You learn how to read, write, and speak Sylvan.

Sprite Companion (Level 7)

Starting at 7th level, the Feyrealm blesses you with a faithful sprite companion. The sprite acts on its own and has its own will, but it is always loyal to you. It disappears if it reaches 0 hit points but a new sprite arrives the next dawn to replace the previous one.

Fey Reinforcements (Level 11)

Starting at 11th level, you can call fey creatures to help you. You can cast the conjure fey spell without expending a spell slot or material components. Once you use this feature, you can't use it again until you finish a long rest.

Sanctuary of the Fey Court (Level 15)

Starting at 15th level, fey creatures and creatures of the natural world sense your connection to their kind and become hesitant to attack you. When a fey, beast or plant creature attacks you, that creature must make a Wisdom saving throw against your ranger spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Field Marshal

Field Marshal (Level 3)

The Last War showed the value of designating military leadership to smaller unites on the battlefield, and rangers who could support their allies and provide clear focus and direction to individual troops became invaluable and sought after. Field Marshals lead by example, providing tactical guidance to position small hit and run ambushes and raids. During the Last War, Karrnath largely relied on Battle Master fighters to rally and focus entire lines of infantry, but many other nations made exceptional use of those skills by coupling the strengths of the two seasoned leaders. Most notably Breland, Cyre, and Valenar learned to use Field Marshals to relay the larger scale tactics of the Battle Masters to be carried out by smaller units, supporting each other in tandem and repelling superior numbers with the superior adaptability that individual units can execute with deadly efficiency

Field Marshal Magic

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

Field Marhasl Spells
Ranger LevelSpells

3rd

faerie fire

5th

enhance ability

9th

clairvoyance

13th

hallucinatory terrain

17th

skill empowerment

Armored Infiltration

At 3rd level, you have mastered the patience and focus to traverse the battlefield silently without sacrificing protection. Wearing armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

Tactical Aggression

At 3rd level, you can direct tactical focus on one foe, increasing the damage your allies inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each round you or an ally of yours hits the target creature with a weapon attack, the creature takes extra damage equal to your proficiency bonus.

This benefit lasts until you finish a short or a long rest. It ends early if you designate a different creature.

Redeployment (Level 7)

At 7th level, when you take the Attack action, you can forgo one of your attacks to redirect your allies' positioning on the battlefield. When you do, each ally that can hear or see you within 60 feet of you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.

Overwatch (Level 11)

At 11th level, whenever a creature within 60 feet of you targets an ally of yours with an attack, you can use your reaction to make a weapon attack against it. If your attack hits, the creature's attack is made with disadvantage.

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.

Tactical Coordination (Level 15)

At 15th level, your allies have learned to move in rhythm with your instincts for decisive action. Your Tactical Aggression feature now deals extra damage the first time the creature is hit by a weapon attack each turn, instead of each round.

Additionally, at the end of your turn, one creature you choose within 5 feet of you gains a bonus to their Armor Class equal to half your proficiency bonus (rounded down) until the start of your next turn.

Fire Keeper

Fire Keeper (Level 3)

Fire keepers are wardens tasked with protecting towns, cities, and the wilderness from uncontrolled fires and blazes. They harness the power of fire to extinguish or curtail large conflagrations, but they also use controlled flames to clear away dangerous tinder and punish any arsonists they are able to catch. Unlike druids of flame, fire keepers hold no reverence for fire elementals, regarding them only as wildfires; they must be controlled or put down if released into the Material Plane.

Fire Keeper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fire Keeper Spells table. If the table lists multiple spells for a level, you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can't be replaced when you gain a level in this class, but instead you can change your decision for one level on the table.

Culling Flame

Beginning at 3rd level, you can augment your weapons with flame that not only burns, but destroys other flames, absorbing their heat. As a bonus action, you imbue one or two weapons you are holding with flame, lasting for 1 minute or until you stop holding the weapon.

The first time each turn that you hit a target with a weapon attack using any imbued weapon, the attack deals 1d6 extra fire damage. If the target is immune to fire damage and has a body or aura that deals fire damage when hit (such as fire elementals, balors, or azer) the attack deals 1d8 extra cold damage instead.

Controlled Burn

Starting at 3rd level, you and objects you are wearing or carrying can't be on fire (except for magical fire such as the immolation spell) unless you allow it or you are incapacitated, and you can breathe ashes, smoke, and the stinking cloud spell without any negative effects.

In addition, when you cast a spell that lights flammable objects on fire, you can prevent the spell from doing so.

Through Fire and Smoke (Level 7)

At 7th level, you become inured to the effects of the flames you fight to contain, along with the toxic smoke and ash they bring. You gain resistance to fire damage, you have advantage on saving throws against poison, and you don't suffer disadvantage on attack rolls caused by your target being heavily obscured.

Also, you can use an action or bonus action on your turn to extinguish any nonmagical flames in a 10-foot cube that you can see within 30 feet.

Scatter the Blaze (Level 11)

Starting at 11th level, when you deal fire damage to a target using a spell or class feature, you can also deal 1d6 fire damage to each other creature of your choice within 10 feet of the target. Also, when you deal cold damage to a target using your Culling Flame feature, you can deal 1d8 additional cold damage to that target.

Once you have used this feature, you can't do so again until the start of your next turn.

Flame Warden (Level 15)

At 15th level, you learn how to use flames to defend yourself. When a creature that you can see within 5 feet of you hits you with a melee attack, you can use your reaction to fling sparks at the attacker. It must succeed on a Constitution saving throw against your ranger spell save DC or it is lit ablaze. Until a creature takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns.

In addition, you defend well against creatures that are ablaze and creatures that have a body or aura that deals fire damage when they're hit with a melee attack. Those creatures have disadvantage on melee attacks against you while you aren't incapacitated.

Freerunner

Freerunner (Level 3)

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 nimbly 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 exceptional impact from unexpected directions.

A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner's agility is not to be underestimated, for they can dive through a giant's legs or scurry up its back with ease.

Freerunning

Starting when you choose this archetype at 3rd level, you have trained extensively to move freely over and through any terrain using only the abilities of the body. You have advantage on Dexterity (Acrobatics) checks made to navigate obstacles while running and can use Dexterity in place of Strength when making a Strength (Athletics) check to climb, jump, or swing on a rope.

Additionally, you have mastered a number of techniques. You can use your freerunning techniques a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a short or long rest. While in your favored terrain, using a technique doesn't count against your total number of uses.

  • Slide. As a bonus action, you can move up to 10 feet without spending movement through another creature's space or squeeze up to 10 feet through a smaller space.

  • Tumble. As a bonus action, you can nimbly jump, dive, or roll up to 10 feet in a straight line without spending movement. During this movement, any attacks of opportunity made against you have disadvantage.

  • Wall Run. As a bonus action, you can choose to run along a vertical surface as part of your movement. Until the end of your turn, you gain a climb speed equal to your walking speed. If you jump while running along a wall, you can complete the distance of your jump, even if doing so would exceed your speed.

Momentum

At 3rd level, if you move through a hostile creature's space, leave a creature's reach, or move at least 15 feet, you deal an extra 1d6 damage on the next weapon attack you make on your turn.

Evasive Fighter (Level 7)

Beginning at 7th level, when you use a freerunning technique, you gain a +2 bonus to your AC until the start of your next turn.

Hit Hard, Hit Fast (Level 11)

Starting at 11th level, the extra damage from your Momentum feature increases to 2d6.

Nimble Dodge (Level 15)

At 15th level, when a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your speed, potentially moving you outside the effect's area.

Freerunner

Freerunner (Level 3)

Freerunners dedicate their lives to movement, seeing every obstacle in front of them as an opportunity for play. While most at home climbing and sprinting through sprawling metropolises, a Freerunner can jump and flip through any locale. Though many see these rangers as foolhardy show-offs, Freerunners understand that the art of parkour isn't about proving one's prowess, but about exulting in the joy of movement. Running upon the line between life and death makes them feel the most alive, and for them is the truest expression of freedom.

Freerunner Magic

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

Hardcore Parkour

At 3rd level, your base walking speed increases by 10 feet.

Additionally, the world becomes your playground, allowing you to run and climb on every element of your surroundings. During your turn, you have the ability to move up, down, and across vertical surfaces while leaving your hands free. This benefit works only in short bursts; you fall if you end your turn without being on the ground or attached to a stable object and nothing else is holding you aloft. If you have a free hand and there is an available handhold in your space when you would begin falling at the end of your turn, you can use the free hand to catch yourself.

Momentum Strike

At 3rd level, you learn to use the kinetic energy of your movement to empower your attacks. If you move at least 20 feet immediately before making a weapon attack, the attack deals an additional 1d6 damage on a hit.

When you reach 11th level in this class, your base walking speed increases by a further 10 feet and the additional damage increases to 1d10.

Safety Roll (Level 7)

At 7th level, you learn to perform a roll that reduces impact. When you take damage of any type other than psychic, you can use your reaction to reduce the damage by an amount equal to half your ranger level + your Dexterity modifier.

Kinetic Precision (Level 11)

At 11th level, you develop an uncanny precision to complement your breakneck speed. If you move at least 40 feet immediately before making a weapon attack, you make the attack roll with advantage.

Fluid Movement (Level 15)

Starting at 15th level, you move with incredible grace and agility. You gain the following benefits:

  • You can move through the space of any creature without restriction.

  • Your movement doesn't provoke opportunity attacks.

  • Moving through difficult terrain costs you no extra movement.

  • It costs you only 5 feet of movement to stand up from being prone.

  • You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump.

Frozen Prowler

Frozen Prowler (Level 3)

Expended Spell List

The Storm lets you choose from an expanded list of spells when you learn a warlock spell The following spells are added to the warlock spell list for you.

Frozen Prowler Spells
Ranger LevelSpells

3rd

Hunter's Mark

5th

Mirror Image

9th

Slow

13th

Greater Invisibility

17th

Cone of Cold

Sapping Mark

At level 3, When you cast the spell hunter's mark you don't need to concentrate on it. In addition the damage dealt by the spell prevents healing, when you damage a creature on your turn under the effect of your mark, it cannot regain hit points until the beginning of your next turn.

Frozen Winds

Also at level 3, as a bonus action, you can choose to turn yourself into a frozen wind until the end of your turn. When you move in this form you don't trigger Attacks of Opportunity, you have a flying speed equal to your walking speed and can move through spaces as small as 1 inch without squeezing.

You can use this feature a number of times equal to 1 + your Wisdom Modifier (minimum of 1) per 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.

Animalistic Toughness (Level 7)

Your body is as resilient as those of beasts. Starting at level 7 you gain proficiency in Constitution saving throws (or your choice of Dexterity or Strength saving throws if you are already proficient).

Prowler's Intuition (Level 11)

Starting at level 11, you become more in tune with your prowler's instincts. Your walking speed increases by 5ft.In addition, while transformed in the form granted by your Frozen Wind feature, your attacks deal an additional 1d8 cold damage. That damage increases to 2d8 at level 17.

Beastly Instinct (Level 15)

At level 15, as a reaction to taking damage you can instinctively dodge out of the way, leaving a trail of frost behind you. You ignore the damage from the triggering attack and can move up to half your walking speed without triggering attacks of opportunity.

Once you used this ability a number of times equal to 1 + your Wisdom Modifier, you can't use it again until you take a long rest.

Geomancer

Geomancer (Level 3)

You have learned to tap into the mystical properties of the land, giving you greater and more flexible magic than other rangers. Geomancers have a deep connection to certain types of terrain but can access the magic inherent to any land they are in. Geomancers take great pride in their reputation as some of the greatest spellcasters among rangers.

Geomantic Resonance

Starting at 3rd level, you learn a ritual that takes 1 hour to complete and counts as light activity for you. When you complete this ritual, choose a terrain type you have selected with your Natural Explorer feature (see Ranger in the Player's Handbook) or the terrain you're currently in (arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or the Underdark). If you are not in a location that matches any of the terrain types, or you are in a location that could match multiple terrain types, your DM will decide which terrain your location counts as. Until you perform this ritual again, you are geomantically resonant with that terrain type.

Geomancer Magic

At 3rd level, you know additional spells depending on the terrain you are currently geomantically resonant with and your ranger level, as shown in the Geomancer Spells by Terrain tables. These spells count as ranger spells for you but don't count against the number of ranger spells you know.

Geomancer Spells by Terrain

Artic
Ranger LevelSpells

3rd

ice knife

5th

hold person

9th

sleet storm

13th

ice storm

17th

cone of cold

Forest
Ranger LevelSpells

3rd

goodberry

5th

bark skin

9th

plant growth

13th

guardian of nature

17th

tree stride

Grassland
Ranger LevelSpells

3rd

beast bond

5th

earthbind

9th

speak with plants

13th

conjure minor elementals

17th

awaken

Mountain
Ranger LevelSpells

3rd

thunderwave

5th

spider climb

9th

meld into stone

13th

stoneskin

17th

wall of stone

Settlement
Ranger LevelSpells

3rd

charm person

5th

knock

9th

leomund's tiny hut

13th

locate creature

17th

animate objects

Swamp
Ranger LevelSpells

3rd

entangle

5th

pass without trace

9th

stinking cloud

13th

blight

17th

contagion

Underdark
Ranger LevelSpells

3rd

snare

5th

web

9th

enemies abound

13th

greater invisibility

17th

cloudkill

XGE

Spells marked with an XGE can be found in Xanathar's Guide to Everything. If you don't own the book, you can choose an appropriate alternative from the Player's Handbook or, better yet, run out and get Xanathar's Guide to Everything!

Invoke the Elements

At 3rd level, your attacks are enhanced with the mystical elements of the land. The first time you deal damage with a weapon attack each turn you deal 1d6 additional damage. The damage type of this additional damage depends on the terrain you are geomantically resonant with.

Invoke tHe Elements
Terrain TypeDamage Type

Arctic

Cold

Coast

Acid

Desert

Fire

Forest

Force

Grassland

Radiant

Mountain

Thunder

Settlement

Psychic

Swamp

Poison

Underdark

Necrotic

Geomantic Recovery (Level 7)

At 7th level, you can regain some of your magical energy by communing with the mystical elements of your environment. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your ranger level, and none of the slots can be 6th level or higher.

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

For example, as a 7th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Strength of the Earth (Level 11)

At 11th level, when you finish a long rest, you gain temporary hit points equal to twice your ranger level. Whenever you finish a short rest, you gain temporary hit points equal to your ranger level.

While you have temporary hit points granted by this feature, the additional damage from your Invoke the Elements feature increases to 2d6.

Geomantic Shield (Level 15)

At 15th level, when you take damage associated with the terrain type you are geomantically resonant with or one of the terrain types you have selected with your Natural Explorer feature, you can use your reaction to gain resistance to that damage type until the start of your next turn. The damage type associated with each terrain type is identified on the chart above.

Geomancer

Geomancer (Level 3)

You have learned to tap into the mystical properties of the land, giving you greater and more flexible magic than other rangers. Geomancers have a deep connection to certain types of terrain but can access the magic inherent to any land they are in. Geomancers take great pride in their reputation as some of the greatest spellcasters among rangers.

Geomantic Resonance

When you choose this archetype at 3rd level, you learn a ritual that takes 1 hour to complete and counts as light activity for you. When you complete this ritual, choose a terrain type you have selected with your Natural Explorer feature or the terrain you're currently in (arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or the Underdark). If you are not in a location that matches any of the terrain types, or you are in a location that could match multiple terrain types, your DM will decide which terrain your location counts as. Until you perform this ritual again, you are geomantically resonant with that terrain type.

Geomancer Magic

Starting at 3rd level, while you are geomantically resonant with a terrain type, you know additional spells depending on the type of terrain and your ranger level, as shown on the tables below. These spells count as ranger spells for you but don't count against the number of ranger spells you know.

Arctic
Ranger LevelSpell

3rd

ice knife

5th

hold person

9th

sleet storm

13th

ice storm

17th

cone of cold

Forest
Ranger LevelSpell

3rd

goodberry

5th

barkskin

9th

plant growth

13th

guardian of nature

17th

tree stride

Mountain
Ranger LevelSpell

3rd

thunderwave

5th

spider climb

9th

meld into stone

13th

stoneskin

17th

wall of stone

Settlement
Ranger LevelSpell

3rd

charm person

5th

knock

9th

leomund's tiny hut

13th

locate creature

17th

animate objects

Swamp
Ranger LevelSpell

3rd

entangle

5th

pass without trace

9th

create bog

13th

blight

17th

contagion

Underdark
Ranger LevelSpell

3rd

snare

5th

web

9th

enemies abound

13th

greater invisibility

17th

cloudkill

Invoke the Elements

Starting at 3rd level, your attacks are enhanced with the mystical elements of the land. The first time you deal damage with a weapon attack each turn, you deal 1d6 additional damage. The damage type of this additional damage depends on your geomantically resonant terrain type.

Invoke Elements
Terrain TypeDamage Type

Arctic

Cold

Coast

Acid

Desert

Fire

Forest

Force

Grassland

Radiant

Mountain

Thunder

Settlement

Psychic

Swamp

Poison

Underdark

Necrotic

Geomantic Recovery (Level 7)

Starting at 7th level, you can regain some of your magical energy by communing with the mystical elements of your environment. During a short rest'24, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your ranger level, and none of the slots can be 6th level or higher. For example, as a 7th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Once you use this feature, you can't use it again until you finish a long rest'24.

Strength of the Earth (Level 11)

Starting at 11th level, when you finish a long rest'24, you gain temporary hit points equal to twice your ranger level. Whenever you finish a short rest'24, you gain temporary hit points equal to your ranger level.

While you have temporary hit points granted by this feature, the additional damage from your Invoke the Elements feature increases to 2d6.

Geomantic Shield (Level 15)

Starting at 15th level, when you take damage of the type associated with your geomantically resonant terrain type or one of the terrain types you have selected with your Natural Explorer feature, you can use your reaction to gain resistance to that damage type until the start of your next turn. The damage type associated with each terrain type is identified on the table included in the Invoke the Elements feature.

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.

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.

Goose Guardian

Goose Guardian (Level 3)

As a Goose Guardian, you have a deep love and respect for geese, and have formed a special bond with one of these feathered creatures. Your goose companion follows you everywhere, squawking and honking as it watches over you with a protective eye. Together, you roam the wilds, fighting against any who threaten the sanctity of nature. With your goose by your side, you are a force to be reckoned with, but beware, for their feisty nature can sometimes get them into trouble.

Goose Companion

Goose Companion

You gain a goose companion that accompanies you on your adventures. Your goose can understand your verbal commands and fights alongside you in combat, taking its turn on your initiative. If you don't issue a command to it, roll on the Goose Behaviour table to determine what action your goose companion takes that turn. Where possible, the goose always uses its reaction to perform an attack of opportunity. You can instruct the goose to restrain itself from making an attack of opportunity by spending your reaction and succeeding on a Wisdom (Animal Handling) check. The DC for this check is equal to the goose's Wisdom score. On a failed save, the goose rolls on the Goose Behaviour table to determine its next action as the sudden act of violence pushes it to momentarily disobey you. The goose uses your proficiency bonus for its attack rolls, ability checks, and saving throws in place of its own, and uses your spell save DC instead of its own save DC. Your goose companion adds your proficiency bonus to its AC and damage rolls, and its hit point maximum is four times your ranger level, or the maximum hit points listed on its stat block (whichever is higher). Your Goose companion can spend hit dice on a short rest like any other creature, and regains all expended hit dice when it finishes a long rest. If you are incapacitated, the goose remains by your side and defends you from attackers, but takes no other actions unless an ability specifies it can do so. If your goose companion dies, its spirit magically forms a new body for itself in 8 hours, provided you don't die during that time. Your reformed companion appears in an unoccupied space within 10 feet of you. If you or another creature present was the reason for its death, it immediately moves up to its speed towards them and makes two beak attacks before honking in victory and settling down beside you again. Additionally, you gain proficiency in the Animal Handling skill.

Goose Behaviour Table

Geese are inherently chaotic creatures, and though you and your companion are close-knit, there is sometimes no stopping their fowlish ways from coming out. The Goose Behaviour table determines how chaotic these events are.Your goose companion can only be under one effect from the table at a time. If you roll again, the new effect replaces the old one.

Goose Behaviour

Protective Honks (Level 7)

At 7th level, your goose companion gains the ability to let out a loud honk that can distract and disorient your enemies. As a bonus action on your turn, you can command your goose to let out a protective honk. Choose one creature within 30 feet of your goose that can hear the honk. That creature must make a Wisdom saving throw versus your ranger spell save DC. On a failed save, the creature has disadvantage on attack rolls and saving throws until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Fowl Magic (Level 7)

Your goose companion's attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, and it can't be charmed or frightened.

Feathery Fury (Level 11)

Your goose companion's attacks become even more ferocious. Whenever your goose hits a creature with a melee weapon attack, it can immediately make one additional attack against the same creature, or another creature within 5 feet of it. If this attack reduces either creature to 0 hit points, the goose briefly gains a spurt of bloodlust; it gains temporary hit points equal to your ranger level, moves up to its speed towards a hostile creature it can see, and rolls on the Goose Behaviour table on its following turn.

Goosely Bond (Level 15)

By 15th level, you and your goose companion have attained a perfect bond of feathery unison. You both share a telepathic link, allowing you to issue commands to your companion telepathically instead of verbally. In addition, you and your companion always know where each other are, provided you share the same plane of existence. Whenever your goose would take damage, if you are within 60 feet of it, you can choose to take that damage instead. If you do so, the damage can't be reduced in any way. If you take damage, you can have your goose takes some or all of that damage instead, provided it is within 60 feet of you. If you do so, however, the goose falls out with you momentarily—roll on the Goose Behaviour table to determine the next action it takes.

Additionally, when your goose is within 5 feet of you, if you are at 0 hit points or unconscious, your goose companion uses its action to peck you awake or have you regain 2d4 + 2 hit points. Once the goose uses this feature, it can't do so again until it finishes a short rest.

Gravetender

Gravetender (Level 3)

Rangers that tend to the cemeteries and final places of rest in the world are Gravetenders. These solemn caretakers are wardens of the circle of life, and traverse such oft-ignored yet hallowed grounds with grim purpose. And, like the dead returning to soil, Gravetenders offer their vitality in exchange for power and survival. They stand as silent sentinels, vigilant against the encroachment of desecration and undeath, and defend the memories of persons, beasts, and more to ensure their voices are never forgotten to the ravages of time.

Gravetender Magic

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

Gravetender Spells
Ranger LevelSpells

3rd

bane

5th

misty step

9th

speak with dead

13th

blight

17th

hallow

Touch of the Departed

Also at 3rd level, you gain the ability to connect with the dead and preserve the lives of those teetering on the edge. You learn the spare the dying cantrip, which counts as a ranger spell for you, and undead are considered to be a favored enemy for you, if they weren't already.

In addition, you can use an action to touch a corpse to learn its relative age when it died (in years), as well as the kind of creature it is, including its species or race if it's a humanoid. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses of it whenever you finish a long rest.

When you reach 7th level in this class, you also learn the name of a corpse you touch in this way, as well as how it died; you don't learn the details of the death itself, merely the general nature of it (such as falling rocks or a stab wound to the back). If the corpse was Small or larger, you also regain two spent Hit Dice.

Grave Strikes

Starting at 3rd level, your attacks can more easily drive a foe to its grave. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d4 damage of the weapon's type to the target. This extra damage increases by 1d4 if the creature is missing any of its hit points.

When you reach 11th level in this class, these extra damage dice become d6s.

Vitality Master (Level 7)

At 7th level, whenever you roll a Hit Die, you can roll the die twice and take the higher result. In addition, you regain any spent Hit Dice whenever you finish a long rest.

Reaper (Level 11)

Starting at 11th level, when you deal damage to a creature using your Grave Strikes feature, it marks that creature for the grave. The mark lasts until the start of your next turn. If a Small or larger creature dies while marked in this way, you also regain one expended Hit Die.

Whenever you roll the damage dice from your Grave Strikes feature, you can choose to spend a Hit Die to usher the target to their demise. When you do, roll the Hit Die and add your Constitution modifier to the result; this die isn't included when determining the extra damage for a critical hit. You then add the total to the damage of the attack, which gains the following benefits:

  • You can change the attack's damage type to necrotic.

  • You learn if the target has more or fewer than half its hit points remaining.

  • If you rolled a 19 on the attack roll, the attack scores a critical hit.

Undying Warden (Level 15)

By 15th level, any critical hit against you becomes a normal hit. Furthermore, when you're hit by an attack, you can use your reaction to spend a Hit Die and roll it. The result of the attack roll is reduced by an amount equal to the number rolled on the Hit Die; this doesn't include your Constitution modifier. You can decide to spend an additional Hit Die after each roll.

Green Reaper

Green Reaper (Level 3)

Green Reapers specialize in a school of assassination that specializes in harvesting and catalyzing the toxic elements of flora and fauna. These rangers often work as killers for hire utilizing their extensive knowledge of toxins to end their marks' 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 toxic substance they're unfamiliar with, typically followed by an enthusiastic application of the toxin on the next foe they encounter.

Green Reaper Magic

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

Green Reaper Spells
Ranger LevelSpell

3rd

detect poison and disease

5th

hold person

9th

bestow curse

13th

greater invisibility

17th

cloudkill

Envenomed Attack

At 3rd level, you can use your poisoner's kit as a bonus action to coat a weapon or up to 20 pieces of ammunition with a dose of toxic poison. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest.

At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a short or long rest.

Toxic Tradecraft

Also at 3rd level, you gain proficiency with poisoner's kit. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a poisoner's kit. If you ever lose this kit, you can spend 8 hours creating a replacement by collecting toxic flora and harvesting venomous fauna.

As a final benefit of this feature, once per turn when you hit a creature with a weapon or ammunition enhanced by your Envenomed Attack feature, you can spend a spell slot to apply a magical toxin to the attack. The toxin deals an additional 1d6 poison damage and the creature is poisoned until the end of your next turn. The toxin has additional effects based on the spell slot expended casting the spell. These additional effects are detailed at the end of this subclass description under Toxin Effects.

1st-Level Effects

When you expend a spell slot of 1st level or higher to create a toxin, choose one of the following effects to add to the toxin.

Attenuate

While a creature is poisoned by this toxin, it has disadvantage on Strength and Dexterity saving throws.

Befuddled

While a creature is poisoned by this toxin, it cannot speak, read, or write any language and it has disadvantage on saving throws made to maintain concentration on spells.

Uncoordinated

While a creature is poisoned by this toxin, it cannot take reactions or the Disengage or Dodge action.

2nd-Level Effects

When you expend a spell slot of 2nd level or higher to create a toxin, choose one of the following effects to add to the toxin.

Debilitate

The creature can't regain hit points for the next minute.

Potent

If the creature has resistance to poison damage, it loses that resistance for the next minute.

Suffer

For the next minute, the first time the creature takes poison damage each turn it takes an additional 1d6 poison damage.

3rd-Level Effects

When you expend a spell slot of 3rd level or higher to create a toxin, choose one of the following effects to add to the toxin.

Lingering

Instead of ending at the end of your next turn, the creature continues to be poisoned for 10 minutes. At the end of each of the creature's turns it can make a Constitution saving throw using your ranger spell save DC. If the creature accumulates three successes, which do not have to be consecutive, the poisoned condition ends early.

Supernatural

When you deal damage with a weapon attack that has been dosed with this toxin, the creature loses immunity to the poisoned condition if it has such an immunity. In addition, instead of ending at the end of your next turn, the creature continues to be poisoned for 1 minute. At the end of each of the creature's turns it can make a Constitution saving throw using your ranger spell save DC, ending the condition on a success.

4th-Level Effects

When you expend a spell slot of 4th level or higher to create a toxin, choose one of the following effects to add to the toxin.

Flesh Eating

While a creature is poisoned by this toxin, it takes 2d6 acid damage at the start of each of its turns.

Insensate

While a creature is poisoned by this toxin, it is also blinded and deafened.

Paraplegia

While a creature is poisoned by this toxin, its movement speeds become 0 and it has disadvantage on Dexterity saving throws.

5th-Level Effects

When you expend a spell slot of 5th level or higher to create a toxin, choose one of the following effects to add to the toxin.

Enhanced

Choose an additional option for this toxin off of the 4th level effects list and another additional option off of the 1st or 2nd level effects list.

Insensate

When you hit a creature with a weapon attack that used this toxin, the attack deals an additional 5d6 damage. This additional damage's type is your choice of acid, necrotic, or poison.

Poison Control (Level 7)

At 7th level, you gain resistance to poison damage and have advantage on saving throws against being poisoned.

In addition, you can cast the protection from poison spell without expending a spell slot. You can do so a number of times up to your Wisdom modifier, regaining all uses when you finish a long rest.

Variegated Vexations (Level 11)

At 11th level, when you apply the toxin granted by your Envenomed Attack feature, you can choose to change the additional damage to acid or necrotic instead of poison.

Pain Tolerance (Level 15)

At 15th level, you've learned to quickly inure yourself against harm. After you take damage from an attack, you can use your reaction to gain temporary hit points equal to the damage. You lose all temporary hit points gained from this feature at the end of your next turn.

Griffon Scout

Griffon Scout (Level 3)

The elves of the Griffon Court are practical and disciplined, well suited to surviving in their isolated holding on a windswept crag jutting out of the Margreve. Trained by elven court veterans, rangers of the Griffon Scout archetype learn to move swiftly and stealthily both on foot and while mounted, gathering information on their enemies or delivering devastating hit-and-run raids with precision and coordination.

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

Griffon Scout Spells
Ranger LevelSpells

3rd

feather fall

5th

find steed

9th

haste

13th

greater invisibility

17th

rary's telepathic bond

Mounted Scout

At 3rd level, you have advantage on Dexterity (Stealth) checks while mounted, and your Dexterity (Stealth) checks apply to both you and your mount.

Skirmisher's Step

At 3rd level, when you move at least 20 feet straight toward a creature and hit it with a melee weapon attack in the same turn, that attack deals an extra 1d8 damage of the same type dealt by the weapon to the target, and, when you or your mount move out of the target's reach before the end of your next turn, you don't provoke an opportunity attack from the target.

Mounted Scout (Level 3)

At 3rd level, you have advantage on Dexterity (Stealth) checks while mounted, and your Dexterity (Stealth) checks apply to both you and your mount.

Skirmisher's Step (Level 3)

At 3rd level, when you move at least 20 feet straight toward a creature and hit it with a melee weapon attack in the same turn, that attack deals an extra 1d8 damage of the same type dealt by the weapon to the target, and, when you or your mount move out of the target's reach before the end of your next turn, you don't provoke an opportunity attack from the target.

Coordinated Strikes (Level 7)

Starting at 7th level, you can deliver punishing flurries of attacks in perfect coordination with your allies. When one of your allies hits a target within 30 feet of you with an attack, you can use your reaction to make one weapon attack against that target.

Griffon Wings (Level 11)

At 11th level, when you cast find steed, you can choose for your steed to take the form of a Griffon, though it is a fey instead of a Monstrosity.

Strike and Fade (Level 15)

Starting at 15th level, when you or your mount move at least 20 feet during Your Turn, you become an evasive blur. Until the start of your next turn, a creature that attacks you has disadvantage on the first attack roll it makes against you or your mount.

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

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

Grim Harbinger Spells
Ranger LevelSpells

3rd

Bane

5th

Hold Person

9th

Fear

13th

Intrusive Despair

17th

Dream

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 are incapacitated, 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 use your 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 spell slot of 4th level or higher (no action required).

Grim Slayer

Grim Slayer (Level 3)

Unlike the Monster Slayer, rangers with the Grim Slayer archetype devote themselves to hunting down certain types of monsters. These pragmatic killers come from many backgrounds, and the kind of reputation they they make for themselves is often influenced by the types of creatures they relentlessly hunt down. They could be someone whose sister was murdered by goblins, or a crusader who is on a rampage to slay as many demons as they can, or even a grim vigilante who hunts down criminals. Depending on their prey, they are seen as devoted heroes or obsessed fanatics, and slayers often receive nicknames like Dragon Slayer, Goblin Slayer, Demon Slayer, or just Slayer. Regardless of their reputation however, they are often greatly appreciated by the common folk, as they are willing to do the dirty work that most adventurers shy away from. In a grim world where many people might not meet another sunrise due to the dangers of roaming monsters, it's the Grim Slayer whom the common folk rely on to survive.

This subclass uses the 'Favored Foe of the Grim Slayer' feature, even if your DM does not use this as a standard feature.

Fanatic Devotion

Beginning at 3rd level, you regain all uses of your Favored Foe class feature when you finish a short or long rest.

Unrelenting

At 3rd level, you add your Favored Foe's bonus damage each time you hit a creature marked as your favored foe (or who counts as being marked as your favored foe), instead of just the first time you hit the target on each of your turns. If a creature marked as your favored foe hits you with an attack roll, you can use your reaction to roll your Favored Foe damage die and gain a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

At 20th level, you add your Wisdom modifier (minimum of 1) to damage rolls you make against creatures marked as your favored foe.

Grim Slayer Magic

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

Grim Slayer Spells
Ranger LevelSpells

3rd

wrathful smite

5th

see invisibility

9th

spirit shroud

13th

freedom of movement

17th

hold monster

Unstoppable (Level 7)

At 7th level, slaying your favored foes reinvigorates you. When you reduce a target marked as your favored foe to 0 hit points, you regain hit points equal to one roll of your Favored Foe damage die + your ranger level.

Resolve of the Slayer (Level 11)

At 11th level, you become too stubborn to die. If you drop to 0 hit points and you don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, it resets to 10.

Rip and Tear (Level 15)

At 15th level, you become the ultimate slayer. When one of your attacks reduces a creature's hit points to a number less than your ranger level, you instantly reduce it to 0 hit points.

NOTE: This feature relies on knowledge regarding a monster's remaining hit points. Your DM may want to avoid sharing this information at the table, so if you are worried about this feature getting overlooked in combat, we suggest checking in with them at the start of the session to make sure that they are aware of it.

Grim Warden

Grim Warden (Level 3)

Sometimes it takes a monster to destroy a monster. Rangers that take up the mantle of the Grim Warden undergo a dark alchemical ritual, known as the Warden's Rite, where they inject sinister alchemical compounds into their bloodstream to enhance their physical abilities. They sacrifice any chance for a normal life, mingling their blood with that of monsters, in order to gain sinister power to destroy their foes.

Warden's Rite

When you adopt this Archetype at 3rd level, you are subjected to the Warden's Rite, an alchemical ritual that suffuses your blood with sinister magic that grants the following benefits:

  • You gain darkvision out to a radius of 60 feet. If you already have darkvision, it radius increases by 30 feet.

  • You gain proficiency in alchemist's supplies and Religion.

  • When you make an Intelligence (Religion) check related to fiends, undead, or the dark magic of necromancy, you can add double your proficiency bonus to the roll.

Warden Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Crimson Brand

Beginning at 3rd level, you can draw on the vile power within you to empower your weapon attacks with your own blood. When you hit a creature with a melee weapon attack, you can expend your own life force in the form of Hit Dice as part of the attack to deal additional necrotic damage to the target.

The additional necrotic damage is 1d8 for one Hit Die, plus 1d8 for each additional Hit Die you expend. The maximum number of Hit Dice you can expend as part of one attack can't exceed your Wisdom modifier (minimum of 1 Hit Die).

The additional necrotic damage dealt by this your Crimson Brand increases by 1d8 if the target is a fiend or undead.

Blood Hunter, Dissected

The Blood Hunter class contains many mechanics that are hard to manage, especially for new players. The Grim Warden Archetype attempts to capture the themes and abilities of the base Blood Hunter class while staying in line with the design intent and philosophy of 5th edition.

Grim Augmentation (Level 7)

You have gained a greater measure of control over the dark alchemy that courses in your veins, enhancing your physical abilities. Starting at 7th level, when you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

In addition, your movement speed increases by 5 feet.

Improved Crimson Brand (Level 11)

Beginning at 11th level, the monstrous power within seeps into all of your weapon strikes. Once per turn, when you hit a creature with a melee weapon attack, you can choose to deal an additional 1d8 necrotic damage to the target.

Sanguine Mastery (Level 15)

The sinister magic of your Warden's Rite has manifested its full potential. At 15th level, you gain the following benefits:

  • You have advantage on any saving throw you make to resist both the charmed and frightened conditions.

  • You can cast the protection from evil and good spell, targeting only yourself, without expending a spell slot.

  • At the end of a long rest you regain additional Hit Dice equal to your Wisdom modifier (minimum of 1).

  • Your movement speed increases by an additional 5 feet.

Grove Warden

Grove Warden (Level 3)

Fiercely protective of their territory, alseid herds form close bonds with their home forests. In return for their diligent protection, the forests offer their blessings to dedicated alseid rangers. In recent years, woodsy adventurers of other races who have earned the forests' trust also received this blessing, though their numbers are scant. These Grove Wardens can tap into the living magic of ancient forests. Your senses travel through the plants and earth of the woods, and the very land rises up to strike down your enemies.

Grove Warden Magic

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

Grove Warden Spells
Ranger LevelSpells

3rd

entangle

5th

branding smite

9th

speak with plants

13th

hallucinatory terrain

17th

animate objects

Whispers of the Forest

At 3rd level, when you use your Primeval Awareness feature while within a forest, you add humanoids to the list of creature types you can sense. When sensing humanoids, you know the general direction of the creatures, and you know if a humanoid is solitary, in a small group of up to 5 humanoids, or a pack of more than 5 humanoids.

Forest's Will

At 3rd level, you can magically draw on the living essence of the land to hamper your foes. As a bonus action, choose one creature you can see within 60 feet of you. Your next weapon attack against that creature has advantage. If that attack hits, the creature's speed is reduced by 10 feet until the start of your next turn. When you reach 11th level in this class, if that attack hits, the creature's speed is instead halved until the start of your next turn.

Intruder's Bane (Level 7)

At 7th level, you can command the land around you to come to your aid. As a bonus action, choose a point you can see on the ground within 60 feet. You cause the area within 15 feet of that point to undulate and warp. Each creature in the area must make a Dexterity saving throw against your spell save DC. On a failure, a creature is pushed up to 15 feet in a direction of your choice and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.

Wrath of the Forest (Level 11)

At 11th level, you can call on the land in your vicinity to strike at your enemies. When you take the Attack action, you can use a bonus action to make a rock, branch, root, or other small natural object attack a creature within 30 feet of you. You are proficient with the attack, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you add your Dexterity modifier to the attack and damage rolls. The damage is of a type appropriate to the object, such as piercing for a thorny branch or bludgeoning for a rock, and the damage die is a d8.

Living Bulwark (Level 15)

Starting at 15th level, the land around you comes to your aid when you are in danger, interposing rocks, branches, vines, roots, or even the ground itself between you and your foes. When a creature you can see targets you with an attack, you can use your reaction to roll a d8 and add it to your AC against the attack.

Guerilla

Guerilla (Level 3)

Slipping through the darkness, the Guerilla is a master of silent movement, poisons, and hit-and-run tactics. As their knowledge grows, their poisons become more and more potent, until even the most resistant of beasts cannot help but fall prey. The Guerilla's ability to slip into shadows is legendary, as even the most junior of their order are exceedingly difficult to track.

Guerillas are commonly found among the scorpionworshiping Vulkoori drow in the jungles of Xen'drik, as well as with lizardfolk in the hot swampy waters of the Q'barra swamps.

Although less common, intelligence agencies and assassin guilds also train their members in these arts, finding their tactics are just as effective on the city streets as beneath the cover of greenery.

Guerilla Magic

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

Guerilla Spells
Ranger LevelSpells

3rd

entangle

5th

invisibility

9th

gaseous form

13th

Evard's black tentacles

17th

cloudkill

Walk Unseen

At 3rd level, the shadows cloak and conceal you. You gain proficiency in the Stealth skill, and your proficiency bonus is doubled for any ability check you make that uses this skill. Additionally, when you are alone, you cannot be tracked by nonmagical means unless you choose to leave a trail.

Beginning at 14th level, you cannot be tracked, even by magical means, unless you wish to be.

Master of Poisons

At 3rd level, you know the secrets of toxic plants and animals and use them to envenom your blows. You gain proficiency with the poisoner's kit and the herbalist's kit.

In addition, as a bonus action, you can envenom your weapons. The next time you hit a creature on this turn with a weapon attack, it takes an additional 1d10 points of poison damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d10.

Hardy (Level 7)

At 7th level, your body has toughened with long exposure to poisons. You have resistance to poison damage and are immune to the poisoned condition. Additionally, you gain proficiency in Constitution saves.

Pernicious Toxins (Level 11)

At 11th level, your poisons are so deadly that not even the stoutest of creatures can resist them. When you deal poison damage to a living creature, it ignores resistance and immunity. In addition, any creature that you deal poison damage to cannot regain hit points until the start of your next turn.

Fade from Sight (Level 15)

At 15th level, you've mastered the art of disappearing from sight when wounded. As a reaction to taking damage, you become invisible, along with anything you are wearing or carrying, until the end of your next turn, then you move up to your speed without provoking opportunity attacks.

Gunslinger

Gunslinger (Level 3)

Gunslingers use their expertise to hunt and track for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt.

Gunslinger Magic

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

Gunslinger Spells
Ranger LevelSpells

3rd

hunter's mark

5th

hold person

9th

clairvoyance

13th

locate creature

17th

legend lore

Trick Shot

You can use your firearms to pull off special feats of marksmanship. Trick shots provide special effects or secondary functions to your firearm attacks. Unless otherwise stated, you can use a trick shot as part of the same action you use to attack with the firearm. You can use only one trick shot each turn. If you are wielding a blunderbuss, you can use only the Deafening Blast and Haft Strike trick shots.

If a trick shot requires a saving throw against its effects, the DC equals:

Trick Shot save DC

Some trick shots reference weapon options, which can be found in the Adventuring Rules chapter of this book.

Deafening Blast

As your bullet flies toward your target, you can cause one creature you can see within 5 feet of the path of the shot to make a Constitution saving throw. On a failure, the creature is deafened 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 success.

Disarming Shot

You can use the Disarm weapon option when attacking with a firearm. If the target is beyond the normal range for the weapon, it has advantage on its saving throw. Use your trick shot DC for this saving throw instead of the weapon option DC.

Haft Strike

As a bonus action after you load your firearm, you can whip the weapon around and use the stock to make a melee attack at a target within 5 feet of you. This attack deals 1d6 bludgeoning damage if done with a one-handed firearm, or 1d8 bludgeoning damage with a two-handed firearm, plus your Strength modifier.

Improved Ricochet Shot

You can use the Ricochet Shot weapon option against a target that has total cover, provided you are aware of which space the target occupies.

Manipulate Object

You can fire a round from your gun to manipulate an object at a distance, up to the maximum range of your firearm. This allows you to take the Use an Object action from a distance, though your action is limited to things that can be done with the impact of the bullet, such as punching a button, moving a lever, severing a rope, or similar actions.

You can also use this trick shot to move an object weighing no more than 10 pounds, pushing it up to 5 feet away from its original location. If an object is being worn or carried, the creature wearing or carrying it must succeed on a Dexterity saving throw to prevent the object from being moved.

Shifting Shot

You fire a shot into a space occupied by a Large or smaller creature, near its feet or body. The creature must succeed on a Dexterity saving throw or be compelled to move 5 feet in a direction of your choosing. The creature automatically succeeds on this saving throw if it would be compelled to move into damaging terrain, such as lava or a pit.

Defensive Tactics (Level 7)

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

Die Hard

When you fail a death saving throw, you can choose to succeed instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Fortified Hearing

You are immune to the deafened condition.

Return Fire

When a hostile creature you can see makes a ranged attack against you before your turn (including during the first round of combat), you can make a ranged attack against that enemy as a reaction.

Sudden Withdrawal

When a creature you can see hits you with a melee attack, you can move up to half your speed as a reaction after the damage is dealt. This movement doesn't provoke opportunity attacks.

Improved Trick Shot (Level 11)

At 11th level, your impressive marksmanship allows you to perform even greater trick shots with more powerful effects. These improved trick shots require more focus, and you must use an action to perform an improved trick shot.

Disruptive Shot

Make one ranged attack with your firearm. On a hit, if the target is concentrating on a spell, the DC of the Constitution saving throw to maintain concentration is equal to 10 or the full damage taken, whichever is higher.

Sharpshooter

Make one ranged attack with your firearm. Attacking at long range doesn't impose disadvantage on this attack roll. On a hit, double your damage dice for the attack. If you are firing a blunderbuss, choose one target in range to take the extra damage, rolling normally for the rest.

Stunning Shot

Make one ranged attack with your firearm. On a hit, the target takes damage as normal and must succeed on a Constitution saving throw or be stunned until the end of its next turn.

Deadeye (Level 15)

Beginning at 15th level, your weapon attacks with firearms score a critical hit on a roll of 19 or 20.

Gunslinger

Gunslinger (Level 3)

Gunslingers are feared gunmen of the west, a master of the brutal and imprecise firearms of the day. Possessing extraordinary aim and a lightning trigger finger, the best gunmen have many enemies, and are often little more than mysterious strangers to those they meet as they wander.

Bonus Proficiencies

Beginning at 3rd level when you select this archetype, you become proficient with the revolver. At 7th level, you gain proficiency with the shotgun, and at 11th level, the hunting rifle.

Additionally, when you make an attack adjacent to your target with a revolver, you do not have disadvantage on the attack roll.

Quick Draw

At 3rd level, when you draw a firearm, you may make an attack with it as a bonus action. You may use this once per weapon, and regain all expended uses after completing a short or long rest.

Grit (Level 7)

At 7th level, you can aim for critical parts of your target's body. When you make an attack with a firearm you are proficient with on your turn, you can choose to aim for the target's arm, head, leg, or torso. If you successfully hit your target, the target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier, and on a failed save, suffers the following effect:

Arm

Your target drops any item it is holding in the hand that you choose, and can hold no item in that hand for the next 3 rounds.

Head

Your target is stunned for 1 round.

Leg

Your target may only move at half speed and has disadvantage on Dexterity saving throws for 1d6 + 1 rounds.

Torso

Your target bleeds excessively, taking an additional 1d4 damage at the beginning of each of its turns for the next 3 rounds.

You may use this feature a number of times equal to you Dexterity modifier. You regain all expended uses when you complete a long rest.

Deadshot (Level 11)

At 11th level, your firearm attacks score a critical hit on a roll of 19 or 20.

Piercing Shot (Level 15)

At 15th level, when you hit a creature with a firearm attack, your shot pierces through and continues onward, possibly hitting other targets. When you make a firearm attack, trace the path of your attack as a spell with a line effect. On a hit, you also attack the first creature in the line, to a distance of 20 feet, comparing the same attack roll against the second creature's armor class. If this attack also hits, roll damage separately for each attack.

Haunted Warden

Haunted Warden (Level 3)

It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the warden's in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they can't come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed.

Beyond the Pale

Starting when you choose this archetype at 3rd level, you can use a bonus action to see into the Ethereal Plane for 1 minute. Ethereal creatures and objects appear ghostly and translucent.

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

Haunted Warden Magic

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

Haunted Warden Spells
Ranger LevelSpells

3rd

false life

5th

invisibility

9th

speak with dead

13th

death ward

17th

dispel evil and good

Spirit Usher

At 3rd level, you gain an undead spirit that anchors itself to you and accompanies you on your journeys. The spirit is friendly to you and your companions and obeys your commands. See the spirit's game statistics in the Spirit Usher stat block, which uses your proficiency bonus (PB) in several places.

You determine the spirit's appearance, name, and personality. You should choose a personality trait, ideal, bond, and flaw for it, and you should work with your GM to decide on a background story for the spirit that fits the campaign.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

When it joins with you, the spirit learns three cantrips it can cast at will, which you select from the following lists. At the end of a long rest, you can change which cantrips the spirit knows.

The spirit is bonded to you. It can't be turned or destroyed, such as with the cleric's Turn Undead feature. When the spirit usher dies, it retreats to the Ethereal Plane to restore itself and returns to an unoccupied space within 5 feet of you when you finish a long rest. If the spirit usher died within the last hour, you can use your action to expend a spell slot of 1st level or higher to return it to life after 1 minute with all its hit points restored.

Merge Spirit (Level 7)

Starting at 7th level, you can use an action to cause your Spirit Usher to join its essence with you for 1 minute. While merged, you gain the spirit usher's Ethereal Sight trait and can interact with creatures and objects on both the Ethereal and Material Planes. In addition, while you are merged, you become less substantial and gain the spirit usher's damage resistances and damage immunities.

Once you use this feature, you shouldn't use it again until you finish a short or long rest. Each time you use it again, you suffer one level of exhaustion.

Guardian Geist (Level 11)

At 11th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to call out to your Spirit Usher. If you do, your spirit usher teleports to an unoccupied space within 5 feet of you and takes half the damage dealt to you, potentially preventing your death.

In addition, when your spirit usher dies, you have advantage on attack rolls until the end of your next turn.

True Psychopomp (Level 15)

At 15th level, you can use your Merge Spirit feature as a bonus action instead of an action. When you and your spirit usher merge forms, you gain its Incorporeal Movement trait and Etherealness action, and you are considered to be undead for the purposes of determining whether or not spells or other magical effects can affect you.

Herbalist

Natural Resistance (Level 7)

Your knowledge and use of various herbs has hardened your body against ill effects. You are immune to poison. This knowledge also leads you to make more potent concoctions. Each dose of one of your concoctions restores 1d8 hit points to its recipients, in addition to its standard effects.

Elemental Balm (Level 11)

At 11th level, you have learned to use your magic to infuse your creations with elemental energy. As an action, and with your herbalism kit in hand, you can spend a spell slot of 1st level or higher to apply a defensive balm to a creature within 5 feet of you. The creature gains resistance to your choice of one of the following damage types: acid, cold, fire, lightning, poison or thunder. This resistance lasts for 1 hour.

A creature under this effect can choose to end the resistance as an action, making a melee spell attack against a creature within 5 feet of it, using your spell attack bonus. This attack deals a number of d8s equal to the spell slot used, of the relevant damage type.

Potent Mixture (Level 15)

You have learned to be able to quickly produce a number of powerful mixtures from your gathered herbs and medicines. Over the course of 10 minutes, you can create one of the following mixtures. This creation loses its potency after 24 hours. Once you use this feature you cannot use it again until you finish a long rest.

Potent Mixtures

  • Refreshing Herbs

    This collection of fresh and potent herbs can be ingested by a creature as a bonus action to remove all levels of exhaustion.

  • Prophetic Powder

    These dried and crushed rare flowers allow the user a supernatural glimpse of the immediate future. A creature can consume the powder as a bonus action. For the next minute, the creature has advantage on attack rolls, saving throws and ability checks.

  • Regenerative Potion

    This murky bottle contains a pickled troll eye. A creature can consume the potion as a bonus action. For the next minute, the creature regains 1d8 hit points at the start of each of its turns. This effect ceases to function if the creature takes any fire or acid damage.

  • Tincture of Life

    This golden liquid has been carefully distilled from a rare and deadly plant usually found in the Feywild. A creature can use an action to feed the mixture to a humanoid that has died within the last hour. The dead creature returns to 1 hit point and immediately suffers one level of exhaustion.

Highwayman

Highwayman (Level 3)

For bandits, bank robbers, and green-clad folk heroes, there's no better way to make money than robbing nobles at knifepoint, especially in caravans. None are more prosperous at roadside robbery, perhaps, than highwaymen, who leverage their stealth and numbers to steal anything they wish before escaping into the trees with their bounty. A team of bandits works in smooth coordination, watching each others' backs in a choreographed theater of shouting, looting, and cutting down anyone who runs.

Nobody Move!

Beginning when you choose this archetype at 3rd level, you've taken to working with a team of accomplices to rob lucrative, well-defended targets, such as caravans, banks, and groups of unsuspecting nobles. When a creature you can see provokes an opportunity attack from a friendly creature, you can use your reaction to make an opportunity attack against it using a ranged or melee weapon.

This attack occurs before the provoking creature moves and before the friendly creature can make an opportunity attack.

Merry Confederates

At 3rd level, when you and two or more friendly creatures hide in preparation for an ambush, you and any friendly creatures hiding with you have advantage on your Dexterity (Stealth) checks.

Vantage Point (Level 7)

By 7th level, you can quickly scale walls to gain a perch above your foes. Climbing no longer costs you extra movement. In addition, by climbing at half speed, you can climb up difficult surfaces (such as vertical walls) without making an ability check.

No Seriously, Don't Move! (Level 11)

Beginning at 11th level, your jumpy, shoot-them-in-the-back philosophy has started to show dividends. You can make two attacks with a ranged or melee weapon, instead of one, when you make an opportunity attack.

Get Out of Dodge (Level 15)

By 15th level, you'll escape the long arm of the law or die trying. When you take the Disengage action on your turn, you gain two of the following benefits as a part of that action:

  • You gain the benefits of the Dash action.

  • You can take the Use an Object action.

  • You can make one weapon attack against a creature you can see.

  • You can attempt to shove a creature.

  • You take half damage from falling and your jump distance doubles until the start of your next turn.

Hive Lord Conclave

Hive Lord Conclave (Level 3)

While most rangers feel a deep connection to the environment around them, others use their magical connection to reach beyond the barriers of our multiverse. Those weak-minded will find only madness when experiencing the Far Realm's abstract world, but those who don't go insane in the process can become a Hive Lord. These rangers gain an even deeper understanding of their surroundings through telepathy and can call upon aberrant spirits that take the shape of giant Insects to lend them a helping hand in combat.

Hive Lord Magic

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

Hive Lord Spells
Ranger LevelSpells

3rd

command

5th

web

9th

hypnotic pattern

13th

confusion

17th

synaptic static

Call Drone

At 3rd level, as an action, you can magically summon an aberrerant spirit from the Far Realm or another alien realm of madness, called an Insect Drone. It appears in an unoccupied space of your choice within 30 feet of you.

The drone is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Insect Drone stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drone, choose a drone type: Bulwark Beetle, Stinger Wasp or Trap Spider. You can determine the cosmetic characteristics of the drone; your choice does not affect its game statistics.

In combat, the drone shares your initiative count, but it takes its turn immediately after yours. It can movve 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 drone can take any action of its choice, not just Dodge.

The drone remains forr 1 hour until it is reduced to 0 hit points, or until you die. You can dismiss the drone early as a free action. Anything the drone was wearing or carrying is left behind when the drone vanishes.

You can use this feature a number of times equal to your Proficiency Bonus + your Wisdom modifier and regain all uses after you finish a long rest.

You can summon and control an additional drone at 7th and 11th level. You cannot summon a type of drone you already control. When you take your bonus action on your turn to command your drrones to take an action, all drones you currently control may take an action.

Hive Mind (Level 7)

At 7th level, you can use an action to mark a creature within 90 feet of you with a psychic tag for 1 minute. Any damage dealt by your weapon attacks or your drones to the marked creature changes its damage type to psychic. Furthermore, if a tagged creature turns invisible, it is still visible to you and your drones.

If the target drops to 0 Hit Points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

You need to finish a short or long rest before you can use this feature again.

Savage Swarm (Level 11)

At 11th level, when you command to take the Attack action, the drones can make two attacks.

Furthermore, if your drones are forced to make a saving throw, they can use your modifiers instead.

Metamorphosis (Level 15)

At 15th level, your psychic connection to the Far Realm allows you to summon stronger spirits. When summoning a spirit, you now choose from: Adamantine Beetle, Executioner Wasp or Hunter Spider. They have all the abilities of their previous forms in addition to the abilities detailed in the Evolved Drones table below.

Evolved Drones
Drone TypeMetamorphosis

Adamantine Beetle

The AC of the beetle increases by an amount equal to your Wisdom modifier. Additionally, when a creature moves into 5 feet of the beetle, it can use a reaction to make a pincer attack against the creature.

Executioner Wasp

The wasps flying movement speed is increased by 10 feet. Additionally, when using its sting action to attack a creature, it can attack again using its bonus action.

Hunter Spider

The spider can now trap up to three creatures in range using its Web Shot action. Additionally, the range of Web Shot is increased to 60 feet.

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.

Horizon Walker Spells
Ranger LevelSpells

3rd

protection from evil and good

5th

misty step

9th

haste

13th

banishment

17th

teleportation circle

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.

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.

Hound of the Huntsman

Hound of the Huntsman (Level 3)

In your life, you've slain a creature great and terrible, whether by design or by the twisting turns of fate, showing the mastery of mortals over the natural world. As you brought the beast low, you felt the eyes of an ancient immortal upon you. The sheer power of the Wild Huntsman's cold intent tore the beast open and infused you with its spirit. You owe no favor to this manifestation of the predatory nature of mankind, nor must you hold it in any esteem. Nevertheless, the cursed cold of its domain flows through your veins, even as the twisted spirit of the beast you slew writhes within your skin, bursting forth in a spiritual manifestation of primal hate. In the heat of combat, you must keep an icy grip on your humanity, lest you fall to the dark hunger of the predator. It is through dominance that you shall triumph, for anything less will lead to your death. Prove to the Huntsman that you are greater than a beast. Prove to yourself that you are worthy of life and power. You are a Hound of the Huntsman, and your curse shall be your salvation.

Huntsman's Arcana

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Spiritual Curse

At 3rd level, the spirit of the beast you slew begins to awaken within you, gradually seeking to drive you to the ravenous urges of a wild animal.

Whenever you take the Attack action, you can choose to make feral attacks in place of your normal attacks if you have at least one free hand. Strength is your ability score for a feral attack. When you do this, the spiritual claws of the beast within manifest around your arm as you strike a creature within your reach. Make an attack roll. If you hit, the target takes slashing damage equal to 1d12 + your Strength modifier. You can choose to use your bonus action to make an additional feral attack if at least one feral attack you've made during your turn hits a creature.

Whenever you kill a creature with a feral attack, you risk losing control of yourself and are overwhelmed with a compulsion to feast on the creature's spirit. If the corpse of a creature you have slain with a feral attack is within your reach at the start of your turn during the first minute after you have killed it, your predatory spirit will appear and feast using your action, granting you temporary hit points equal to half your ranger level + your Constitution modifier. Once it does this, you regain control, and you can use a bonus action before the end of your turn to make one feral attack.

Cold Iron

Also at 3rd level, the hoarfrost of the Huntsman's domain infuses your mind and body even as your soul fights within you. You gain the following benefits:

Dark Hunter

You ignore disadvantage on Perception checks caused by dim lighting.

Flawless Pursuit

Whenever a hostile creature you can see takes the Dash action, you can use your reaction to move up to your speed towards them, even while mounted.

Hunting Blind

You can create an area of artificial camouflage up to 10 feet in each dimension for yourself and your allies over the course of 1 minute. While within, you gain advantage on Stealth checks and cannot be detected by scent.

Winter's Might

You can add your Strength modifier to your AC in place of your Dexterity modifier, and you can use your Strength modifier when making attacks with ranged weapons. This does not allow you to surpass the normal limits of an armor's AC value.

Rend Asunder (Level 7)

At 7th level, your savagery becomes even more difficult to contain, but you begin to embrace the eldritch power of this primal spirit. Whenever you make an additional feral attack using your bonus action, you can choose to dominate the beast within by giving it the blood it craves. If this attack hits, it inflicts the maximum possible damage per die, and if this is a killing blow, you are not forced to use your action to feast upon the soul of the creature if you start your turn while the corpse is within your reach, though you may choose to do so using your action as normal. If the attack misses, you have disadvantage on all attacks targeting a creature other than the one you just attacked until the end of your next turn.

Additionally, your jumping height and distance increases by a number of feet equal to your Strength score.

Hunter's Call (Level 11)

At 11th level, when you take the Attack action, you can let out a hunting cry as a bonus action. Choose one enemy creature within 30 feet. If you hit that target during your next turn, the creature must make a Wisdom saving throw against your ranger spell save DC. If they fail, they are frightened of you until the end of their next turn.

Lord of the Beast Within (Level 15)

At 15th level, you learn to bind the spirit within you more fully, forcing it to obey your whims and mastering the predatory instinct within you. You can now always make an additional feral attack using your bonus action, even if you haven't taken the Attack action, and you can feast upon the spirit of a corpse as a bonus action instead of an action. Finally, you can track by scent, and gain advantage on all Perception checks.

Hunter

Hunter (Level 3)

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

Hunter's Prey

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

Colossus Slayer

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics (Level 7)

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

Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

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

Steel Will

You have advantage on saving throws against being frightened.

Multiattack (Level 11)

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

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

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

Stand Against the Tide

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

Uncanny Dodge

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

Infernal Rider

Infernal Rider (Level 3)

Infernal Rider Rangers roam both the streets inside Prismatic Falls and the wastes outside of it, using high-powered arcane cycles to get around in both speed and style. They often roam in small groups, using specially made vehicles that allow them to fight while riding. The screams of fiends are a sign that an ambush from one of these gangs is imminent.

Ready to Ride

Starting at 3rd level, you learn the mending cantrip and gain proficiency in all vehicles. Also, you learn an additional spell when you reach certain levels in this class, as shown in the table below. A spell learned this way counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Infernal Rider Spells
Ranger LevelSpells

3rd

expeditious retreat

5th

blur

9th

haste

13th

freedom of movement

17th

passwall

Combat Cycle

At 3rd level, you gain access to a special arcane cycle, which is a motorbike-like mechanical vehicle that you can utilize in and out of combat. It is powered by your choice of two tiny fiends, such as Imps or Quasits. The vehicle can magically compress into a small rod, which you can carry on your person. As a bonus action on your turn, you can touch the rod to have it expand into the cycle under you, provided there is enough space to do so. You can also use your bonus action to turn the cycle back into the rod if you are riding it.

The cycle is a Large* magical vehicle with an AC equal to your Wisdom Score and a number of hit points equal to four times your ranger level. It is immune to poison and psychic damage, as well as all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as equal to your Wisdom score. It compresses back into a small rod when it is reduced to 0 hit points and can't turn back into its cycle form until it regains at least 1 hit point. When the mending spell is cast on it in either form, it regains 2d6 hit points.

Only you can ride the cycle. While riding it, your movement each turn is 60 feet, but when you move, you cannot rotate more than 90 degrees each turn. At the start of each of your turns, you can choose a different direction for the bike, turning it on the spot before you begin moving. Any increase to your speed applies to the cycle while you ride it, including if you take the Dash action. Creatures have disadvantage on opportunity attacks against you and your cycle while you ride it. While you ride your cycle, you can force any attack targeted at you to target it, or vice versa.

If you move the cycle for at least three turns in a single direction, it can move at its max speed of 700 feet and acts as a regular vehicle, using the Arcane Cycle stat block. Even though your cycle acts as a regular vehicle in this case, you cannot fit it with vehicle upgrades.

*When playing on a 5 ft. grid, the cycle takes up a 2 × 1 area.

Momentum Strike

At 3rd level, if you move at least 20 feet in a straight line then hit a melee weapon attack, it deals an extra 1d4 damage to the target.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fiendish Power (Level 7)

Starting at 7th level, while you are riding your cycle, you can use your bonus action to draw an infernal power from the fiends inside, choosing one of the benefits below:

Flame Trail. The next time your cycle moves on that turn, it leaves behind a 1-foot wide, 5-foot high trail of fire until it stops moving. The trail disappears after 1 minute. Creatures can see, move, and make ranged attacks through the trail, but whenever a creature passes through it or ends its turn within the trail, it must make a Dexterity saving throw. It takes fire damage equal to 2d8 + your Wisdom modifier on a failed save, or half as much on a successful one.

Infernal Flight. Your cycle has a flying speed of 30 feet for the next minute, and it has the ability to hover for the duration.

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

Ramming Strike (Level 11)

At 11th level, you augment your cycle to allow you to ram your enemies. When you deal the extra damage of your Momentum Strike while riding your combat cycle, you can have the target make a Strength saving throw against your spell save DC if they are no larger than Huge. On a failed save, they are carried along with your cycle until it stops moving. If you hit a solid surface, both the cycle and the target stop moving early, and the target is knocked prone.

Evasive Maneuvers (Level 15)

Starting at 15 level, you can nimbly maneuver your cycle in combat. When you move on your cycle, there is no limit to how much you can rotate each turn.

Additionally, when the cycle is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. You also gain this benefit while you are riding the cycle.

Leviathan Hunter

Leviathan Hunter (Level 3)

It takes a special breed of individual to stand on unstable ships and throw spears at many limbed sea beasts, to try and net the ancient aboleth, or dive after the mighty dragon turtle. Leviathan Hunters are that breed of person. They have refined the use of nets to capture prey before executing them.

Seaworthy

At 3rd level, you gain a swim speed equal to your walking speed. You gain proficiency in weaver's tools. You can make a net by spending 5 silver pieces on materials and weaving for an hour using weaver's tools. This can be done as part of a short rest. The DM might allow you to improvise the tools and material needed to create a net.

Leviathan Catcher

At 3rd level, you become a skilled user of nets, gaining the following benefits:

  • When attacking with a net you do not have disadvantage from using a net at long range and you do not have disadvantage from using a ranged weapon within 5 feet of a target.

  • Nets have the finesse property for you.

  • Making an attack with a net does not restrict your ability to make other attacks.

  • You can attack with a net as a bonus action.

  • Your weapon attacks against creatures restrained by a net deal an extra 1d6 of the weapon's damage.

Steel Will (Level 7)

At 7th level, you have advantage on saving throws against being frightened or charmed.

Improved Leviathan Catcher (Level 11)

At 11th level, your skill at weaving nets improves:

  • Nets you make have have a Strength DC of 8 + your proficiency bonus + your Wisdom modifier to break out of.

  • Nets you make have an AC of 8 + your proficiency bonus + your Wisdom modifier.

  • Nets you make have temporary hit points equal to your ranger level.

  • Nets you make an be used to restrain huge creatures.

Bring 'em Down! (Level 15)

At 15th level, when creature within your reach misses you with an attack you trip them over as you duck under the strike. You can use your reaction to attempt to shove the creature. This feature can be used to shove a creature up to two size categories larger than you.

Lightcaller

Lightcaller (Level 3)

Rangers that walk the path of the Lightcaller draw their power from the positive plane, and use that power to defend the wildlands and hunt down the evils that dwell there. These rangers wield their radiant weapons like extensions of their body, and learn combat techniques that make them highly varied in their combat styles. To them, every weapon holds a distinct purpose when hunting down prey. Fiends and undead are often these ranger's favored enemies, and many of them ally with celestials.

Radiant Armaments

Starting at 3rd level, you learn to draw from the radiant energy of the positive plane, and craft that energy into weaponry.

Immediately before you would make a weapon attack, you can choose to conjure a radiant weapon to attack with. The weapon appears in your free hand, lasts until you attack with it, and takes the form of any weapon that you're proficient with. It is identical to a normal weapon, except its damage type is radiant. If the weapon requires ammunition, radiant ammunition that lasts until you attack with it is conjured alongside the weapon itself.

Dawnstriker

Also at 3rd level, your strikes become imbued with the power of the dawn. Once per turn when you hit a creature with a weapon attack, you can cause the target to take 1d6 bonus radiant damage.

When you use this feature, you can expend a spell slot to increase its power. The attack gains an additional effect based on the properties of the weapon used for the attack, and if the spell slot used is of 2nd level or higher, the bonus radiant damage is increased by 1d6 for each spell level higher than 1st.

The effects are described below, with the associated property in bold. You can only choose one of the additional effects, even if the weapon has multiple applicable properties. If an effect requires a saving throw, the DC equals your ranger spell save DC.

Finesse

After the attack, you can choose to teleport up to 15 feet to an unoccupied space that you can see. You then gain advantage on attack rolls until the end of your next turn.

Heavy

The target and each creature of your choice within 5 feet of it must each make Strength saving throws. On a failed save, a creature falls prone.

Melee

Until the start of your next turn, attacks made against you are made with disadvantage.

Ranged

The target must succeed on a Constitution saving throw. On a failed save, it is blinded until the end of your next turn, and its speed is halved for the same duration.

Reach

Each creature in a 30-foot long, 5-foot wide line extending away from the target, not including the target, must make a Dexterity saving throw. With a 1st level slot, a creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. With a higher level spell slot, the damage increases by 1d6 for each spell level higher than 1st.

Thrown

The target must make a Strength saving throw. On a failed save, it is pulled up to 15 feet closer to you, and is restrained until the end of your next turn.

Dawnlight Distortion (Level 7)

At 7th level, you can magically distort the light around you, making your exact location difficult to pinpoint from a distance. You gain a +3 bonus to AC against attacks originating more than 15 feet away from you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight.

Twin Suns (Level 11)

Starting at 11th level, you can use your Dawnstriker feature twice per turn, instead of only once per turn, and the damage dice of that feature turn into d8|d8s. Also, weapons conjured by your Radiant Armaments feature gain a +1 bonus to attack and damage rolls.

Luminescent Armor (Level 15)

At 15th level, whenever you finish a short or long rest, a shimmering aura begins to surround you, granting you temporary hit points equal to your Ranger level. When you lose all these temporary hit points, the aura dissipates in a final burst of light. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw against your ranger spell save DC or be blinded until the end of your next turn.

Lunar Warden

Lunar Warden (Level 3)

Lunar Wardens hold a deep fascination for the enigmatic powers of the moons, forming a profound bond with the ever-changing celestial bodies, drawing upon their forms to enhance their abilities. This ancient elven tradition has persisted through the ages, renewing its knowledge with each new moon that manifested itself. These wardens of old learned to harness these new lunar powers, consolidating their wisdom and passing it down through generations. Today, this conclave of stout defenders has become exceedingly rare, with only a sparse few members residing within the city-state's walls. While some whisper that members of this conclave can cleanse the moons of their corruption, the turmoil within Luyarnha suggests otherwise.

By embracing the lunar energies, these rangers undergo a transformation that melds their very essence with that of the moons, adopting aspects of their celestial beauty and might. As their bond with the moons deepens, Lunar Wardens attune themselves to the celestial bodies' forms, allowing them to channel lunar energies in extraordinary ways—mending grievous wounds using the power of a blood moon or burning asunder their foes with the blazing intensity of a scorching moon. When in perfect harmony with the eldritch body looming above, their abilities swell to incredible heights, transforming them into exceptional nocturnal hunters, whereas others would instead seek refuge from the dreadful moons.

Astral Affinity

When you choose this archetype at 3rd level, you gain the ability to harness the energy of the moon. You learn the light cantrip and have advantage on saving throws against direct effects caused by Eldritch Moons (e.g., you would have advantage on the saving throw caused by staring directly at the Vacuous Moon, but if a monster has enhanced abilities due to an Eldritch Moon, you wouldn't gain advantage on saving throws you make against those abilities).

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

Moon Conduit

Starting at 3rd level, you have learned to harness the energy from the ever shifting moons of the world to enhance your abilities. Once per turn, you can channel a Moon Conduit from one of the Eldritch Moons, detailed below.

You learn all the following Moon Conduits. You can use Conduits a number of times equal to your Wisdom modifier and regain all expended uses after you finish a long rest. Starting at 7th level, you regain all expended uses after you finish a short or long rest.

Lunar Alignment

If you use a Moon Conduit that belongs to the moon currently looming over the world, your abilities become more powerful, detailed in the Lunar Alignment section of each Conduit.

  • List of Moon Conduits
  • Blood Moon of Rebirth

    As an action, you beckon the powers of a black goat. You and a number of creatures of your choice up to your Wisdom modifier within 30 feet of you that you can see regain a number of hit points equal to your level in this class.

    Lunar Alignment

    When you use this Conduit, you can affect yourself and any number of creatures of your choice within 60 feet of you that you can see, which regain a number of hit points equal 1d4 × your level in this class. This healing also regrows any missing limbs, as per the regenerate spell.

  • Howling Moon

    You harness the beast within you as a bonus action. For the next minute, you grow fur, fangs, and devastating claws. You are proficient with your unarmed strikes, which deal 1d6 plus your Wisdom modifier magical slashing damage on a hit, and you can use your Strength or Dexterity modifier for your attack and damage rolls with these claws. If your unarmed strikes already deal 1d4 or 1d6 damage before the transformation, the damage die becomes a d8.

    Lunar Alignment

    You unleash your lunar bloodlust. You have advantage on an attack roll with your claws against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated, and the damage die becomes a d12.

  • Shattered Moon

    You beckon the shattered powers of the moon, attempting to break the magic in front of you. When you or a creature that you can see within 30 feet of you makes a saving throw against a spell or magical effect, you can use your reaction to dampen the magic, granting advantage on the saving throw.

    Lunar Alignment

    When this Conduit gives a creature advantage on a saving throw, they can reroll one of the dice once. Alternatively, you can use this reaction to instead cast counterspell at 5th level, though it automatically fails against spells of 6th level or higher. Wisdom is your spellcasting modifier for this spell.

  • Scorching Moon

    You wreathe yourself in flames to scorch your foes. If you move at least 20 feet in a straight line toward a creature and then hit it with a melee attack on the same turn, you can force the target to make a Strength saving throw against your spell save DC. On a failure, they are knocked prone and take a number of d4|d4s of fire damage equal to your Wisdom modifier.

    Lunar Alignment

    Creatures automatically fail their saving throw against this Conduit, and the fire damage they take becomes d6|d6s instead of d4|d4s and ignores resistance to fire damage.

  • Vacuous Moon

    You step through the void. After being damaged by a ranged attack, you can use your reaction to teleport to an empty space you can see within 10 feet of the attacker. If the attacker is further than 60 feet away, this reaction fails.

    Lunar Alignment

    When you use this Conduit, you can teleport to an empty space you can see within 30 feet of the attacker and make a single weapon attack against them. If the attacker is further than 300 feet away, this reaction fails.

  • Glowering Moon

    You subjugate your foes to the crushing woe of hopelessness. You can cast the bane spell at 2nd level without expanding a spell slot. If the targets are in direct moonlight, they have disadvantage on the saving throw.

    Lunar Alignment

    Creatures in direct moonlight now automatically fail the saving throw, and creatures under the effect of the spell take psychic damage equal to your level in this class at the start of each of their turns. If a creature remains under the effect of the spell for its entire duration, they fall unconscious. The condition ends if someone else uses an action to shake the creature out of its stupor.

Lunar Guidance (Level 7)

At 7th level, the moon strengthens your body in more ways than one. You gain resistance to radiant damage. If you already have resistance to that damage type, you gain resistance to your choice of cold or necrotic damage instead.

In addition, each time you use a Moon Conduit, a shard of the lunar energy remains within your body for 1 minute or until you expend it or use another Moon Conduit. You can expend this energy to gain advantage on one ability check, attack roll, or saving throw (no action required).

Additional Moon Conduits (Level 11)

Starting at 11th level, you learn to use new Moon Conduits that channel the powers of Eldritch Moons oft unseen.

  • Glacial Moon

    As an action, you cover your body in a frozen armor. You gain temporary hit points equal to 1 + twice your Wisdom modifier. If a creature hits you with a melee attack while you have these hit points, the creature takes cold damage equal to 1 + twice your Wisdom modifier.

    Lunar Alignment

    When you use this Conduit, you instead gain temporary hit points equal to 5 × your Wisdom modifier (minimum of 1). If a creature hits you with a melee attack while you have these hit points, the creature takes cold damage equal to 5 × your Wisdom modifier (minimum of 1). This damage ignores resistance to cold damage.

  • Slumbering Moon

    You can warp your body through eldritch means. You can cast misty step without expending a spell slot or using material components.

    Lunar Alignment

    You can cast dimension door without expending a spell slot or using material components.

  • Krakenlight

    You create a bioluminescent lure before you. As an action, you can create a light above your head that emits dim light in a 10-foot radius centered on you. Hostile creatures within 30 feet of you that see the lure must make a Wisdom saving throw against your spell save DC or be charmed. While charmed, they are incapacitated and are compelled to move towards the lure with their movement each turn, only ending their movement when in the light. The charm effect lasts for 1 minute or until the creature takes damage.

    Lunar Alignment

    When you create this lure, the range is doubled, creatures have disadvantage on the saving throw, and the first time they take damage the effect doesn't end.

  • Creeping Tarlight

    You can weave the tar lurking in the shadows to slow your foes. As an action choose up to three creatures within 30 feet of you can see, they must succeed on a Dexterity saving throw or be covered by tar for 1 minute. While covered in tar, their speed is halved, and they take a −2 penalty to AC and Dexterity saving throws. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures standing in darkness have disadvantage on this saving throw. You must concentrate on this effect as you would concentrate on a spell.

    Lunar Alignment

    You can harness more of the tar and can choose up to six creatures. While covered in tar, creatures are instead affected by the slow spell. You do not need to concentrate on this effect.

  • Sanguine Eclipse

    You cause your foes to turn against each other. As an action, you can choose a creature within 30 feet of you that you can see that must make an Intelligence saving throw. On a failed save, it regards another creature of your choice that you can see within 90 feet of you as its mortal enemy until the start of your next turn. It must use its actions to attempt to kill its mortal enemy, disregarding all other creatures. Creatures that are immune to the charmed condition are immune to this ability.

    Lunar Alignment

    The duration of this Conduit extends to 1 minute. An affected creature can repeat the saving throw at the end of each of its turns to end the effect early. The effect also ends early if the target's quarry dies.

Celestial Tide (Level 15)

At 15th level, you can beckon the moon closer to you, using its enormous mass to shift the tides of battle. As an action, you can cast the reverse gravity spell without expending a spell slot or using material components, and the area of the spell is illuminated by direct moonlight.

When the spell ends, the lunar energy disperses and flows towards you, refreshing your lunar powers. You regain all expended uses of your Moon Conduit feature.

Once you use this feature, you can't do so again until you finish a long rest.

Mariner

Mariner (Level 3)

The rangers of the seas and other waters, commonly known as Mariners, swim with the agility and grace of the aquatic wildlife that they share a connection with. They patrol not only the far reaches and icy depths of the ocean, but also the coasts, rivers, and lakes. They hunt those who would corrupt or befoul the waters and track down the aquatic monsters that threaten coastal and underwater settlements.

Mariner Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mariner Spells table. If the table lists multiple spells for a level you choose only one of them to learn. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. These spells can't be replaced when you gain a level in this class, but instead you can change your decision for one level on the table.

Tidal Strike

At 3rd level, you learn how to conjure a ribbon-like wave of crashing water to envelop your weapon strikes. Once on each of your turns when you hit with a weapon attack, you can choose to blast the target of the attack with a wave of water. The attack deals 1d6 extra bludgeoning damage and if you choose so, the target must also make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you.

The water conjured by this feature is transparent and spiritual in nature, vanishing as quickly as it appears. At 11th level the extra damage increases to 1d10.

You can only push targets using this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Aquatic Hunter

Also at 3rd level, you develop a primal connection to the water and its fauna, granting you benefits. You have a swimming speed of 60 feet, you can breathe water, and being underwater doesn't impose disadvantage on your ranged weapon attacks. When you make a melee attack with a trident, the damage die is increased to a d8, or a d10 if wielded in two hands.

In addition, you have advantage on any weapon attack made against a creature that's swimming in water, does not have a swimming speed, and can't breathe water.

Once you reach 7th level, you can also jump out of the surface of water while swimming in it. When you do so, your jumping distance is increased by a number of feet equal to twice your Wisdom modifier (minimum 2 feet).

Sea Tamer (Level 7)

Starting at 7th level, you gain resistance to cold damage, and you have the ability to echolocate like a dolphin or whale. You gain blindsight out to a range of 30 feet, but you can't use it while you're deafened. The range of this blindsight is doubled in water.

In addition, you can speak with aquatic life. You can comprehend and verbally communicate with beasts, elementals, fey, and monstrosities that can naturally breathe water or have a natural swimming speed, to the same effect as the speak with animals spell.

Call of the Ocean Lord (Level 11)

At 11th level, your talent for speaking with marine life grows. You can communicate telepathically with any creature that you can speak with using your Sea Tamer feature, so long as you can see the creature or it is within 60 feet of you.

In addition, you can telepathically call out across the planes for aid from this marine life. You can cast the new conjure critters spell as a 3rd-level spell without expending spell slots, requiring components, or using concentration. When you do so, the beasts that are summoned must have a swimming speed or the ability to breathe water, and they can't have a flying speed or a burrowing speed. You can choose to summon one CR 1/2 beast instead of two CR 1/4 beasts. No matter your choice, the beasts do not appear until the end of your next turn, and they are not considered fey.

Once you cast conjure critters in this way, you can't do so again until you finish a long rest.

Cloak of the Sea (Level 15)

Starting at 15th level, you can conjure a thin cloak of ocean mist, squid ink, or some other kind of aquatic cloud to protect you.

Whenever a creature makes an attack roll against you, you can use your reaction to cloak yourself. You are heavily obscured for that attack, potentially imposing disadvantage on the attack roll. You must choose to use this ability before the attack roll is made.

Marshwarden

Poisonous Defense (Level 7)

Starting at 7th level, when a creature successfully physically grapples or restrains you, it takes acid or poison damage as if it was hit by your Toxic Strike. The creature takes this damage again at the end of each of its following turns that it continues to grapple or restrain you.

In addition, when an attacker that you can see hits you with a melee weapon attack, you can use your reaction to cause it to take your Toxic Strike damage, plus bonus acid or poison damage equal to half your ranger level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Crippling Toxins (Level 11)

At 11th level, whenever you deal damage from your Toxic Strike or Poisonous Defense feature, the targets speed is reduced by 10 feet until the start of your next turn.

Unstoppable Marshal (Level 15)

By 15th level, you have immunity to poison damage, and you are immune to the poisoned condition. Additionally, you are always under the effects of the freedom of movement spell.

Master Thrower

Master Thrower (Level 3)

Master throwers, as is often joked, rely on a fighting style that clearly involves disarming themselves. In truth, someone who can bury a dagger or a handaxe in your skull from across the room is never a force to be underestimated. True Master Throwers depend on quick reflexes, good planning, and, of course, deadly aim to survive in a world that values brute force over clever tactics.

Additional Fighting Style

Starting when you choose this archetype at 3rd level, you gain the Archery fighting style, or the Two-Weapon Fighting fighting style.

Deadeye

At 3rd level, your uncanny aim grants you the following features.

  • Thrown weapons you use have double the normal range.

  • You can draw or stow any number of thrown weapons when you would normally be able to draw or store only one.

  • You can use two-weapon fighting with thrown weapons, even when the one-handed weapons you are wielding aren't light.

At 11th level, when you engage in two-weapon fighting, you can throw two one-handed weapons, rather than one, as a bonus action.

Defensive Throw (Level 7)

By 7th level, you have learned to throw weapons to interrupt an enemy's attack. As a reaction when an attacker you can see makes an attack against you, you can make a ranged attack roll with one of your thrown weapons. If the result of your roll is greater than the result of your opponent's, you can reduce the total of the attack roll by 5, to a minimum of 1.

Weak Spot (Level 11)

At 11th level, attacks you make with thrown weapons score a critical hit on a roll of 19 or 20.

Throw Anything (Level 15)

By 15th level, your mastery of thrown weapons has grown extensive. You can treat any weapon that isn't heavy as a thrown weapon with a range of 20/60 feet.

Mistveil Conclave

Mistveil Conclave (Level 3)

Rangers who join the Mistveil Conclave are specialized hunters who are well suited to dwelling upon mountain peaks. They use a natural magic to manipulate and congregate clouds of mist and are adept at using this magic to hide themselves, to disorient foes, or to make a misty escape.

Mistveil Conclave Spells
Ranger LevelSpells

3rd

fog cloud

5th

misty step

9th

gaseous form

13th

storm sphere

17th

far step

Mistveil

Starting at 3rd level, whenever you expend a 1st-level or higher spell slot, you can coverge mists on your location to gain the following effects until the start of your next turn.

  • You are surrounded by a veil of mist that lightly obscures the area within a 5 foot radius. The radius of the veil increases by 5 feet for each level above 1st of the spell slot you expended. The radius moves with you.

  • Whenever an enemy creature attacks an ally within the veil of mist, that creature has disadvantage on the attack roll.

Unclouded Vision (Level 7)

Starting at 7th level, your eyes can see beyond the fog that would mar other's sight. You can see through an area covered in fog or mist as though it were only lightly obscured, provided that the fog is natural or originates from a spell you are casting.

Cloudcaller (Level 7)

Starting at 7th level, you can cast fog cloud as a 1st-level spell twice without expending a spell slot, and you regain any expended uses when you finish a long rest.

In addition, you can cast the skywrite spell an unlimited number of times without expending a spell slot or requiring material components.

Misty Strike (Level 11)

Starting at 11th level, when you roll damage for a weapon attack against a target within a veil of mist from your Mistveil feature, or a cloud of fog from the fog cloud spell, you can bend the chill mists with your strike to add 1d8 cold damage to the damage roll. You can only gain the extra damage from this feature once per turn.

Vanish into Mist (Level 15)

Starting at 15th level, you have advantage on concentration checks made to maintain any spell on the Mistveil Conclave Spells table.

In addition, as a bonus action, you can teleport to a space you can see within 120 feet of you that is covered in fog or mist. If a radius of mist is moving with you, per your Mistveil feature, the radius immediately moves to your current position. You can teleport in this manner a number of times equal to your Wisdom modifier, (minimum 1) and you regain any expended uses when you finish a long rest.

Monster Hunter

Monster Hunter (Level 3)

This ranger specializes in hunting monsters in the dark, whether in the Underworld or on the surface world. They are part scholar/part warrior and it takes years to master their craft.

Darkvision 90'

Keen Hearing and Sight

Advantage on Wisdom (Perception) checks that rely on hearing or sight.

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.

7th Level (Level 7)

Gain double proficiency in History and Nature skills.

Good Hunting

Extra 1d8 radiant damage with weapons. Increases to 2d8 at 15th level.

Continue the Fight (Level 11)

If you hit it a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. For 1 minute, you also have advantage to hit the target.

Shadow Walk (Level 15)

When in dim light or darkness as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Monster Slayer

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 Tamer

Monster Tamer Archetype (Level 3)

A ranger with a knack for calming and controlling beasts and creatures with bestial intelligence, the monster tamer has dedicated its life to locating and dealing with such creatures. Usually, monster tamers are called in to handle threats from the wild, but sometimes they are merely essential personnel in keeping large beasts of burden in line. Some monster tamers use their skills to subjugate animals, some to care for them and nourish them in the wild. Their favored enemies are always beasts and monstrosities. In Aglarion, tamers can be found in the countryside or as the caretakers of the Monster Menagerie in Onadbyr.

Monster Tamer Magic

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

Monster Tamer Spell List
Ranger LevelSpells

3rd

speak with animals

5th

locate animals or plants

9th

conjure animals

13th

dominate beast

17th

hold monster

Bestial Affinity

Starting at 3rd level, you can use your body language and soothing sounds to calm animals and monsters. You gain advantage on Wisdom (Animal Handling) skill checks made to calm beats and monstrosities with an Intelligence score of 3 or lower.

Sense Beasts

Starting at 3rd level, you can detect hostile animals and monsters. As an action, you sense the direction to the location of the beast or monstrosity with the highest challenge rating, and you can tell its distance from you as long as the creature is within 1,000 feet of you. If the creature is moving,you know the direction of its movement. Once you use this feature, you can't use it again until you finish a short or long rest.

Master of Monsters (Level 7)

Starting at 7th level, your spells can affect monstrosities the same way they affect beasts. You can substitute the beast creature type with the monstrosity creature type in any of your spells.

Call of the Beasts (Level 11)

Starting at 11th level, you can conjure beasts and monsters to do your bidding. You can cast the conjure animals spell without expending a spell slot or material components and use it to summon a monstrosity with a challenge rating of 2 or lower and with an Intelligence score of 3 or lower. Once you use this feature, you can't use it again until you finish a short or long rest.

Protection of the Pack (Level 15)

Starting at 15th level, when you surround yourself with allied beasts or monstrosities, the pack grants you benefits. You gain the following benefits if an allied beast or monstrosity is within 5 ft. of you or if you are mounted on such a creature.

  • You gain +2 to your AC

  • Whenever you are the target of a melee attack, the beast or monstrosity can make a melee attack against the attacking opponent as a reaction.

  • When an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack's damage against you. However your beast or monstrosity ally takes the other half of the damage.

Nentyar Hunter

Nentyar Hunter (Level 3)

The Nentyar archdruid of the Circle of Leth grants unique primal abilities to a special conclave of rangers in their employ. These rangers master a greater command of druidic and totemic powers. Using these gifts, the Nentyar Hunters, as they are called, root out evil that would threaten the forest and the natural order.

In Other Settings

Outside the Forgotten Realms, these rangers are referred to as Wildheart Striders, named for their greater connection to the natural world. In worlds such as Eberron, these rangers serve the druids in the Eldeen Reaches. In Ravnica, these rangers might be guardians of the Selesnya Conclave's guildhall, Vitu-Ghazi, or gifted scouts of the Gruul Clans. However you might choose to use them, these rangers are often considered champions of the primeval.

Nentyar Hunter Magic

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

Nentyar Hunter Spells
Ranger LevelSpells

3rd

entangle

5th

enhance ability

9th

dispel magic

13th

dominate beast

17th

hold monster

Nature's Grace (Level 3)

You can leap, bound, dive, and swim gracefully through any environment. At 3rd level, you gain proficiency in Acrobatics, if you aren't already proficient, and as long as you are not wearing armor heavier than light armor, and have at least one hand free, you have a climb and swim speed equal to your movement speed.

Nature's Fury (Level 3)

When you access the primal powers granted to you through your spells, it invigorates your inner hunter. Starting at 3rd level, while you concentrate on a ranger spell, your movement speed increases by 10 feet, and you gain a bonus to weapon damage rolls equal to your proficiency bonus. Additionally, once per long rest you may change a normal hit from a weapon attack into a critical hit.

Agility of the Wild (Level 7)

Starting at 7th level, you have resistance to the damage dealt by opportunity attacks. Also, when you provoke an opportunity attack, you can use your reaction to cause the opportunity attack to miss you, but you must choose to do so before the attack roll is made against you.

You can use this reaction a number of times equal to your Dexterity modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.

Master of the Hunt (Level 11)

You swiftly coordinate hunts to the utmost efficiency, ending them faster than they began. Beginning at 11th level, you have advantage on initiative rolls. Also, when you roll for initiative, every allied creature within 30 feet of you gains a bonus to their initiative rolls and weapon damage rolls during the first round of combat equal to your Wisdom modifier.

Untamed Ferocity (Level 15)

When challenged, you fearlessly strike back at all that would oppose you. Starting at 15th level, you can no longer be frightened.

Additionally, when a creature misses you with an attack, you can use your reaction to make an attack against the creature as long as it is within range of your weapon.

Nightstalker

Nightstalker (Level 3)

The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.

UA Ranger

If you're playtesting the Unearthed Arcana ranger, you can use this subclass with it if you make one addition: give the subclass the Extra Attack feature.

Extra Attack

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

Shadow Familiar

(3rd-level Mightstalker feature)

At 3rd level, you gain the ability to summon a creature of shadow to serve you. As a bonus action on your turn, you can conjure or dismiss your shadow familiar, which takes the form of a spectral creature that cannot be targeted or damaged. You choose the form you can create when you select this subclass.

When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar make attacks of its own, which use your Ranger spell attack modifier for their attack rolls, have a reach of 5 feet, and trigger any spells or features that would trigger from your own weapon attacks (such as Hunter's Mark). The familiar makes one melee weapon attack for each attack you forgo. While within 120 ft of your familiar, you can command it to move (no action required). The speeds and attacks of the three forms are listed below.

Cat

This form has a walking speed of 30 feet. On a hit, its attack deals 1d4 + your Wisdom modifier slashing damage, and causes the next attack made against the target by a creature other than you or the cat before the end of your next turn to be made at advantage.

Raven

This form has a flying speed of 90 feet, and a walking speed of 10 feet. On a hit, its attack deals 1d10 + your Wisdom modifier piercing damage.

Wolf

This form has a walking speed of 40 feet. On a hit, its attack deals 1d6 + your Wisdom modifier piercing damage, and causes its target to have disadvantage on the next attack roll it makes before the end of its next turn.

Nightstalker Magic

(3rd-level Mightstalker feature)

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, based on the form you chose above, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but doesn't count against your spells known.

Shadowy Transposition (Level 7)

(7th-level Mightstalker feature)

Starting at 7th level, whenever you cast a ranger spell of 1st level or higher, you can choose to swap locations with your familiar immediately before or after casting the spell.

Dark Sentinel (Level 11)

(11th-level Mightstalker feature)

At 11th level, whenever a creature leaves the reach of your shadow familiar, you can use your reaction to have it make an attack against that creature. The Disengage action and other effects that prevent opportunity attacks prevent this reaction.

Midnight Bulwark (Level 15)

(15th-level Mightstalker feature)

Beginning at 15th level, whenever a creature within reach of your shadow familiar makes an attack against you, you can use your reaction to have the familiar make an attack against that creature.

Additionally, whenever you command your familiar to make an attack using your reaction and the attack hits, the target's speed is reduced to 0 until the end of the target's current turn.

Nomad

Memory of a Thousand Steps (Level 7)

You have begun to become one with the Noosphere. Upon reaching 7th level, you gain resistance to psychic damage.

In addition, when you are hit with by attack, you can use your reaction to disappear into the Noosphere, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choice that you have occupied at some point since the start of your previous turn.

Once you use this reaction you must finish a short or long rest before you can use it again, unless you expend a spell slot of 2nd-level or higher to this reaction again.

Strange Movement (Level 11)

Your ability to traverse the Noosphere has grown. Beginning at 11th level, if you have not yet moved on your turn, you can use your bonus action to expend all of your movement and teleport a number of feet equal to double your movement speed to an unoccupied space that you can see.

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

Mystical Burst (Level 15)

You can draw on the latent psionic energy of the Noosphere to assault your enemies. Starting at 15th level, each time you teleport with a ranger spell, Memory of a Thousand Steps, or Strange Movement you can force creatures of your choice within 10 feet of the point at which you reappear to make an Intelligence saving throw. Creatures take 2d8 psychic damage on a failed save, and half as much on a success.

Paradox Hunter

Paradox Hunter (Level 3)

As a paradox hunter, you are a member of an elite force educated in chronomancy, trained to hunt those that should not be. Nothing can stop you from finishing your mark - not even death.

Time Magic

When you select this archetype at 3rd level, your spellcasting ability for your ranger spells becomes Intelligence. You use your Intelligence modifier, rather than your Wisdom modifier, when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known.

Paradox Hunter Spells
Ranger LevelSpell

3rd

Déjà Vu

5th

Time's Arrow

9th

Haste

13th

Impressions of the Past

19th

Evasiveness

Retrocognitive Tracking

At 3rd level, you can track a creature by looking into the past. When you make a Survival (Wisdom) to track a creature, the DC increases by 5 for every three days since the creature has passed, rather than each day.

Paradox Strike

At 3rd level, you can send attacks across timelines. When you use the Attack action on your turn to make a weapon attack, you can make a second attack against the target. The attack originates from the location you were standing when you began your last turn. If the target is out of range, there is no line of sight to the target from this location, or other conditions make this attack impossible, the attack misses. You don't add your ability modifier to the damage of this bonus attack, unless that modifier is negative.

No Time to Bleed (Level 7)

By 7th level, you can delay damage to your body. When you take damage from an attack, you can use your reaction to instead take that damage at the end of your next turn. Any conditions imposed by the attack are also delayed until the time you take damage.

Precog's Advantage (Level 11)

At 11th level, you can take a short glimpse into the future to make decisions in combat. Once per turn when you make an attack, you may instead make two attack rolls on two separate creatures, then choose one.

Temporal Evasion (Level 15)

At 15th level as a reaction when you are attacked or are targeted by a spell, you can defensively step forward in time, vanishing completely. This attack or spell has no effect on you. During the next round, you effectively do not exist, and can't be perceived or targeted by effects. At the beginning of your following turn, you reappear within 5 feet of where you vanished. After using this ability, you must complete a short or long rest before using it again.

Pledge Bonded Conclave

Pledge Bonded Conclave (Level 3)

Pairing up with your brother or sister is a very common sight in Rashemen. Still, there are some who are selfless beyond all measure. They will go to great lengths to protect each other, operating so efficiently that one could mistake them as a single mind bound to two bodies.

Pledge Bonded Spells

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

Honor Pledge (Level 3)

When you finish a long rest with a willing creature who started that same long rest with you, you can pledge yourself to them. While you are within 5 feet of your bond, they gain a +2 bonus to their Armor Class. Additionally, you can cast spells with a range of self or touch on your bond as long as you're on the same plane of existence.

This effect ends if you pledge yourself to another creature, if either your or your bond dies, or your bond chooses to end the effect.

Heartshield (Level 3)

If you can see your bond and are within 120 feet of them and they are targeted by a spell or attack you can see, you can use your reaction to move up to your speed directly towards them. This movement does not provoke opportunity attacks. If you end within 5 feet of your bond, the spell or attack targets you instead.

Teamwork Attacks (Level 7)

You and your bond gain the following benefits as long as you are within 30 feet of each other:

  • When you both make initiative checks, you can swap your results.

  • If you or your bond hits with an attack, the next time either of you makes an attack roll and misses that target, the attack still deals damage equal to the ability modifier used in the attack. This lasts until you or your bond attacks a different target.

Unparalleled Pair (Level 11)

Your Teamwork Attacks feature improves as follows:

  • Teamwork Attacks' range increases to 60 feet.

  • When you or your bond makes an attack against a creature, you or your bond can use a reaction to make a weapon attack or cast a cantrip against the same target.

Additionally, your Honor Pledge improves as follows:

  • You and your bond have advantage on saving throws against spells and other magical effects as long as you are within 5 feet of each other.

Lend Pair (Level 15)

As an action, you grant most of your ranger features to your bond. For the next hour, they gain the following benefits from your class:

  • Favored Enemy against each creature type you have selected

  • Natural Explorer with each type of favored terrain you have selected

  • One of your Fighting Styles

  • Land's Stride

  • Hide in Plain Sight

  • Vanish

When this ability ends, your Honor Pledge ability ends as well.

Poacher

Poacher (Level 3)

Unlike Hunters, Poachers embody waste and excess. These clandestine hunters stalk their targets far from the judgemental eyes of so-called polite society, often slaughtering protected or endangered creatures for their own gain.

However, the same people who shun them are all too eager to employ their services when it suits them. These sellers of ivory horns and exotic hides find themselves welcomed in the backrooms of the corrupt upper class. There, their black-market goods mingle with stolen gems and plundered relics. Thus, poachers are often determined seekers of wealth who plunder the forest and wilds rather than tomb and temple.

Poacher Magic (Level 3)

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

Trophy Taker (Level 3)

When you choose this archetype at 3rd level, you learn to forcibly amputate valuable natural weapons from living targets. You can attempt to disarm creatures of a natural weapon. On a success, you destroy or remove the weapon, such as a claw or horn.

The weapon's damage dice change to d4s, and the target can't add its proficiency bonus to attack rolls with it.

Creatures that attack more than once with the same natural weapon suffer this effect on one attack each turn, rather than all of them, until you successfully use this feature a number of times equal to the number of attacks it can make with that weapon. If you use this feature on an attack that deals bonus damage, the bonus damage remains unchanged.

For example, you can remove the claw of an ancient red dragon with this feature. After succeeding once, one of its claw attacks deals 2d4 + 10 instead of 2d6 + 10, but its second attack remains unchanged until you successfully use this feature a second time. If you remove its bite, then the 14 (4d6) fire damage the attack deals is unchanged.

Once on your turn when you damage a creature with a weapon attack, you can deal an additional 1d8 damage to it of the same type as the weapon. To deal this damage, the target must be grappled or restrained, or had a body part removed from it with this feature within the past minute. This damage increases to 2d8 at 11th level in this class.

Chaser's Reflexes (Level 7)

Starting at 7th level, your experience with traps and snares allows you to better defend yourself against them. You have advantage on saving throws against traps, and any effect that targets the ground beneath your feet. You can set a hunting trap or similar device as a bonus action, rather than an action, are always under the effects of the find traps spell, and resist damage from traps.

Twist the Knife (Level 11)

At 11th level, the weapon attack you make to disarm a creature deals its normal damage, and creatures larger than you can't have advantage on checks made to avoid being disarmed by you.

Escape Artist (Level 15)

When cornered in the wild, you can escape from pursuit with criminal ease. Starting at 15th level, choose one of the following spells when you finish a long rest: tree stride, meld into stone, feign death, or animal shapes. You can cast the chosen spell once, targeting only yourself, and must complete a long rest before you can do so again.

You can also use a bonus action to move up to your speed in a straight line away from a hostile creature that you can see or hear.

Predator

Predator (Level 3)

The Predator archetype involves hunting monstrosities of the world such as the basilisk, hydra, and wyvern. They study these creatures' traits and emulate their abilities and behaviors using their swift cunning, physical might, and primal magic.

Monstrous Aspect

You gain one of the following features of your choice.

Basilisk's Venom Gaze

When a creature you can see moves to a space within 15 feet of you or starts its turn there, you can use your reaction to force it to make a Constitution saving throw, provided that it can see you. On a failed save, the creature is poisoned until the start of its next turn.

Bulette's Mighty Jaw

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

Hydra's Reactive Hunger

You can make opportunity attacks without using your reaction. You can only make an opportunity attack in this way once per turn. Additionally, you have advantage on opportunity attacks.

Phase Spider's Ethereal Strike

You can take the Disengage action as a bonus action. When you do, you have advantage on weapon attack rolls for the rest of the turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain expended uses when you finish a long rest.

Wyvern's Poisonous Stinger

When you hit a creature with a melee weapon attack, you can deal an extra 2d6 poison damage to the target. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain expended uses when you finish a long rest.

Territorial Affinity

You gain one of the following features of your choice.

Basilisk's Armor

You gain proficiency in heavy armor.

Bulette's Leap

Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. Additionally, whenever you fall, you can reduce the distance used to calculate damage from the fall damage by 30 feet (to a minimum of 0).

Hydra's Aquatics

You gain a swimming speed equal to your walking speed, and you can hold your breath for up to 1 hour. If you already have a swimming speed, it increases by 10 feet.

Phase Spider's Climb

You have a climbing speed equal to your walking speed, and you ignore movement restrictions caused by webbing.

Wyvern's Aggression

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Predatory Awareness (Level 7)

You become keenly aware of great threats and how to defend against them. You can use your Primeval Awareness as a bonus action.

In addition, whenever you use your Primeval Awareness, you can choose an ability. Whenever you make a saving throw using the chosen ability before the effects of your Primeval Awareness end, you can roll a d4 and add the number rolled to the saving throw. This benefit ends early if you use your Primeval Awareness again during this time.

Predator's Prowess (Level 11)

You gain one of the following features of your choice.

Basilisk's Petrifying Gaze

As an action, you can choose a creature you can see within 30 feet of you. If that creature can see you, it must make a Constitution saving throw against your spell save DC. On a failed save, it is petrified for 1 minute or until it takes any damage. Once you use this feature, you can't use it again until you finish a long rest.

Bulette's Bulk

As a bonus action, you gain the "enlarge" effect of the enlarge/reduce spell for 1 minute. During this time, you deal double damage to objects and structures. Once you use this feature, you can't use it again until you finish a short or long rest.

Hydra's Retaliation

When you take damage from a creature within your reach, you can use your reaction to make a melee weapon attack against that creature.

Phase Spider's Abduction

Once per turn, when you hit a creature with a weapon attack, you can force the target to make a Charisma saving throw against your spell save DC. On a failed save, you teleport the target up to 15 feet to an unoccupied space you can see.

Wyvern's Frenzy

Whenever you hit a creature with a melee weapon attack, you have advantage on melee weapon attack rolls against that creature until the start of your next turn.

Primal Manifestation (Level 15)

You gain one of the following features of your choice.

Basilisk's Gullet

You gain proficiency in Constitution saving throws.

Bulette's Fury

You can't be frightened and whenever you hit a prone creature with a melee weapon attack, you deal extra damage equal to half your ranger level.

Hydra's Regeneration

You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point.

Phase Spider's Ethereal Jaunt

Whenever you take the Disengage action, you can immediately teleport up to 30 feet to an unoccupied space you can see.

Wyvern's Wings

You gain a flying speed equal to your walking speed.

Pursuer

Pursuer (Level 3)

Magitech is powerful, unwieldy, and dangerous. When a Heart of the Machine goes rampant, or a construct goes rogue, the ordinary town guard is often ill-equipped to handle the ensuing disaster. It's for these reasons that a Pursuer is called. You are no mere hunter, however. The tools of your trade include special magitech weapons, and you often must use exceptional investigation skills to track your quarry.

Magictech Scanner

Starting when you select this archetype at 3rd level, you gain a handheld scanner which can detect the aura of magitech devices. As an action, you can detect the unique aura of each magitech device or construct within 30 feet, and you can determine whether or not a unique construct or device has been present in the area within the last hour.

The device can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Laser Pistol

At 3rd level, you gain a special rechargeable laser pistol. You have proficiency with this weapon. This laser pistol does not have the reload property, but instead has 5 charges, 1 of which is expended when you fire it. The pistol regains 1d4+1 expended charges daily at dawn. Due to overheating, you many only fire your laser pistol once when you take the Attack action on your turn.

If your laser pistol is ever lost or destroyed, you can build a new one by expending 100 gp worth of materials over 24 hours of work.

At 7th level, you expand the battery, which increases the pistol's charges to 10, recovering 1d10 charges daily. At 11th level, you solve the overheating problem, allowing you to fire your laser pistol more than once each turn.

Dodge Roll (Level 7)

Beginning at 7th level, you can expend 20 feet of your movement to move 10 feet without provoking Opportunity Attacks.

Laser Pistol - Expanded Battery (Level 7)

At 7th level, you expand the battery of your laser pistol, which increases the pistol's charges to 10, recovering 1d10 charges daily.

Power Conversion (Level 11)

At 11th level, as a bonus action, you can expend a number of spell slots to regain 1 charge for every 2 spell levels of the spells expended of a magic item you are holding. You may not restore the charges of a legendary magic item or an artifact using this feature.

Laser Pistol - Cooling Mechanism (Level 11)

At 11th level, you solve the overheating problem of your laser pistol, allowing you to fire your laser pistol more than once each turn.

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.

Rat King

Rat King (Level 3)

The Rat Kings are the unseen guardians of the city's sewers and back-alleys. You represent the primal spirit of the urban sprawl, where the weak perish and the mob rule. As a ranger, you were drawn from the wilds to prowl the stone jungle. According to legend, each city has its own mysterious Rat King (who may be male or female).

Rat King Magic

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

Rat King Spells
Ranger LevelSpells

3rd

comprehend languages

5th

darkness

9th

fear

13th

greater invisibility

17th

mislead

Urban Prowler

When you choose this archetype at 3rd level, your favored terrain feature is modified to include urban terrain, which you gain automatically as an additional favored terrain. You also gain the ability to forage for food in urban environments.

Rat Swarm

At 3rd level, you can summon a swarm of rats to accompany you and defend you in combat.

To summon the swarm, you must perform a tenminute ritual within an urban environment. You can perform this ritual a number of times equal to your Wisdom modifier (a minimum of once), but you can only have one swarm active at a time. You regain all expended uses when you finish a long rest. You can use your action to dismiss the swarm, causing it to disassemble and vanish.

The swarm acts on its own initiative in combat. On its turn, you can use your Reaction to command the swarm to attack a creature you can see or move its speed to a location you can see. If you don't give the swarm a command, it focuses on protecting you.

While you have a swarm present, you always have the animal messenger spell prepared and can cast it as a ritual. This spell doesn't count against the number of spells you can cast each day.

Eyes Everywhere (Level 7)

Beginning at 7th level, you can cast clairvoyance without expending a spell slot or requiring material components. The target of the spell must be within an urban settlement that you currently occupy, and the invisible sensor is replaced by a single, obedient rat. The spell ends if the rat is killed. You can use this power once, but regain the expended use when you finish a long rest.

Master of Swarms (Level 11)

Starting at 11th level, you can have more than one swarm of rats active at the same time. All swarms under your control act on the same initiative. On the swarms' turn, you can use your Reaction to command all the swarms under your control, assigning a different order to each swarm.

Rat Runs (Level 15)

Beginning at 15th level, you can travel magically between urban locations. While within a large, urban settlement, you can climb into any sewer outlet and emerge instantly from another outlet in the same settlement. You can use this power once, but regain the expended use when you finish a long rest.

Reconnaissance Scout

Ranger Variants (Level 1)

These archetypes make use of the SRD Ranger class, but other variants might apply a special 5th level feature to this archetype. If you wish to use one of these archetypes with another version of the ranger class, add the Extra Attack feature at 5th level.

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

Rocborne (Level 3)

The Rocborne are nomads of the sky who travel the world on the backs of ancestral rocs. These travelers understand that the air and wind aren't just one force but the collective effort of untold numbers of spirits that are carried along by it. By listening to the wind the same way a medium beckons to the dead, a Rocborne can learn more about the weather, their path forward, and even themselves. Many Rocborne grow up and live in this culture for their entire lives, but some have been known to begin their own journeys. Alternatively, your path may have been crossed by a powerful windborne spirit later on in life, allowing you to suddenly feel and heed the guiding wind inside you.

By calling on the spirits of the wind to aid them, rangers of this archetype can exert a degree of control over both wind and weather. These skills were passed down from the rocs to the first Rocborne and continue to live on through the dedicated instruction of Rocborne elders, both living and dead. You may be taught these skills or have them passed on to you through the guidance of Rocborne spirits in whispers, dreams, or in moments of deep meditation.

Rocborne Magic

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

Guiding Wind

Starting at 3rd level, when you make an attack, you can whisper to the wind to have it aid your strikes. Once on each of your turns, you can choose to gain one of the following benefits:

  • When you hit with a weapon attack, the target takes an extra 1d4 damage of the weapon's type. When you reach 11th level in this class, the extra damage increases to 1d8.

  • When you miss with a weapon attack, you can change its trajectory to attack a different target up to 5 feet away from the original one and within range of your weapon. When you do, your attack roll against the new target is equal to the original attack roll plus your Wisdom modifier (minimum of +0). When you reach 11th level in this class, the new target can be up to 15 feet away as long as it's still within range of your weapon.

Whispers of Knowledge

Also at 3rd level, you can seek knowledge through meditation by calling upon the spirits carried on the wind. You can spend 10 minutes communing with these spirits to gain proficiency in one skill or tool of your choice that you don't already have proficiency in, as a traveling spirit shares its knowledge with you. You lose this proficiency the next time you use this feature or finish a short or long rest.

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

Windswept (Level 7)

By 7th level, the wind clears a path for you and ushers you forward. Your walking speed increases by 5 feet, you ignore any movement penalty caused by strong wind, and you can't be pushed because of strong wind against your will.

In addition, you have resistance to cold damage, and you're acclimated to high altitudes, including elevations above 20,000 feet.

Soar (Level 11)

At 11th level, you can use a bonus action immediately after you make a running jump to grow a pair of spectral, roc-like wings that last until the end of your next turn or until you touch the ground again. While the wings are present, you have a flying speed equal to your walking speed.

Hurricane (Level 15)

At 15th level, your connection to the wind is so strong that its spirits can come to your defense as a magical, buffeting tempest. When you take damage, you can use your reaction to give yourself resistance to that damage, or take no damage instead if it was falling damage. When you do, each creature of your choice within 15 feet of you must make a Strength saving throw against your ranger spell save DC. On a failed save, a creature takes bludgeoning damage equal to your ranger level and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

When you use this feature, you can choose to allow the wind spirits to immediately fly you to an unoccupied space that you can see within 30 feet of you, without provoking opportunity attacks.

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

Rōnin

Rōnin (Level 3)

The Rōnin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior's path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some Rōnin use their power to protect the vulnerable—vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Rōnin are dangerous combatants, hardened survivors, and above all things, free.

Slash Draw

3rd-level Rōnin feature

You have mastered the art of striking with sudden, explosive power at any moment. The first time each turn that you hit a creature with a melee weapon attack using a weapon you drew that turn, the attack deals an extra 1d6 damage of that weapon's type. This extra damage increases to 1d10 when you reach 11th level in this class.

Once per turn, when you make an opportunity attack, you can draw a weapon as part of that attack.

In addition, you can perform two additional object interactions each turn, but you can only use these additional object interactions to draw or stow weapons.

Drawing and Stowing Weapons

Creatures can draw or stow one weapon as part of an 'object interaction' on their turn, but drawing a second weapon requires an action. Rōnin rangers' Slash Draw feature allows them to draw or stow a weapon thrice on their turn, without requiring an action to do so.

Wandering Magic

3rd-level Rōnin feature

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

Wandering Magic Spells
Ranger LevelSpell

3rd

expeditious retreat

5th

blur

9th

remove curse

13th

death ward

17th

legend lore

Masterless

3rd-level Rōnin feature

You are a solitary warrior, shackled by no code or authority beyond your own. Whenever you make a saving throw to avoid or end the charmed condition on yourself, roll a d6 and add the number rolled to the saving throw.

Cleaving Parry (Level 7)

7th-level Rōnin feature

When a creature makes a weapon attack against you while you have a stowed melee weapon and a free hand, you can use your reaction to attempt to parry that blow, drawing your stowed weapon as you do so. Your AC increases by an amount equal to your Dexterity or Strength modifier (your choice) against that attack, and you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier (minimum of 1). After the attack hits or misses, you can then stow that weapon as a part of this reaction.

Multi-Weapon Mastery (Level 11)

11th-level Rōnin feature

You have advantage on the first melee weapon attack you make each turn, as well as advantage on the first ranged weapon attack you make each turn.

In addition, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Relentless Onslaught (Level 15)

15th-level Rōnin feature

The speed and ferocity of your onslaught is legendary. When you take the Attack action, each time you score a critical hit or reduce a creature to 0 hit points as part of that action, you can make one additional weapon attack. You can make up to three additional attacks with this feature per turn.

Sanctified Stalker

Sanctified Stalker (Level 3)

You have sworn to protect a holy or druidic order, and you have earned a modicum of divine power similar to a cleric or paladin. You hunt down those that threaten your order, wielding the magic of nature and guided by a higher purpose.

Sanctified Stalker Magic

You learn the Sacred Flame cantrip if you don't already know it.

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

Sanctified Stalker Spells
Ranger LevelSpells

3rd

protection from evil and good, sacred flame

5th

find steed

9th

spirit guardians

11th

death ward

17th

flame strike

Divine Strikes

Your weapons are infused with holy power, allowing you to sear your foes with divine wrath. When you hit a creature with a weapon, the creature takes an extra 1d8 radiant damage.

The extra damage increases to 1d10 when you reach 11th level in this class.

Hallowed Lore

You gain proficiency in the Religion skill, and you gain a bonus to Religion checks equal to your Wisdom modifier (minimum of +1). In addition, you can use a holy symbol as a spellcasting focus for your Ranger spells.

Divine Retribution (Level 7)

Your devotion shields you, rebuking those who would harm you and your wards. You cannot be frightened, and allied creatures within 30 feet of you gain advantage on saving throws against being frightened.

In addition, whenever you or an ally within 30 feet of you is hit by an attacker you can see, you can use your reaction to reduce the damage your ally takes by an amount equal to your Wisdom modifier + your proficiency bonus (minimum reduction of 2). The attacker then takes that same amount of radiant damage if it is within 30 feet of you. This feature cannot reduce damage below 0 hit points.

Vigilant Sentry (Level 11)

Your divine connection grants you and your allies heightened awareness and clarity. You and allied creatures within 30 feet of you cannot be frightened or surprised, and gain blindsight to a range of 30 feet.

Heavenly Charge (Level 15)

Your unwavering faith has earned you the command of a rank of heavenly cavalry. As an action, you summon angels in a 60-foot-long, 15-foot-wide line originating from you. Each hostile creature within the space must make a Charisma saving throw. On a failed save, it takes 3d8 bludgeoning damage and 3d8 radiant damage as divine warriors stampede through the area. On a successful save, it takes half the damage.

Allied creatures within the area regain hit points equal to 2d8 + #$prompt_number:min=1,title=Enter your Wisdom modifier$#|2d8 + your Wisdom modifier|Heavenly Charge: Heal (minimum of 3), and if they are blinded, deafened, paralyzed, or poisoned, they are cured of those conditions (as in the lesser restoration spell).

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

Seedmaster

Seedmaster (Level 3)

The Seedmaster archetype serves as an alternate path to the Beastmaster archetype, instead growing a bond between a small plant creature and the ranger. The ranger and the plant work as one to fight off forces of evil and destruction. Seedmaster rangers lovingly cultivate their magic seedlings, forming an almost pet-like bond between themselves and the animated plant.

Seedling Companion

At 3rd level, you learn a ritual that creates a magical bond between yourself and a small seedling. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the conclusion of this ritual, the seedling gains magical abilities that you can activate.

As a bonus action, you may throw the seedling up to 30 feet, which then roots itself into the ground where it lands. The seedling's size when deployed is Small, and it has 8 Strength, 14 Dexterity, 10 Constitution, 5 Wisdom, 3 Intelligence, and 1 Charisma. It has 10 + your proficiency bonus AC and hit points equal to 8 + double your ranger level, and cannot move until you safely unroot it using a 1 minute ritual. If the seedling is reduced to 0 hit points, it withers back into a small seed which cannot be deployed again until you complete a short rest. Once the seedling is planted, you can give it the following commands:

  • Thorn Strike

    As a bonus action, you can command the seedling to shoot a thorn at an enemy within 20 feet of it that you can see. Make a ranged spell attack against that enemy using your Ranger spell attack bonus. On a hit, the target takes 1d4 piercing damage.

    This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

  • Trip Attack

Power of the Seed (Level 7)

At 7th level, you can either upgrade the seedling's Thorn strike or Trip attack feature.

  • Thorn Strike Upgrade
  • Trip Attack Upgrade

Uncanny Strikes (Level 11)

Beginning at 11th level, your seedling has advantage on all of its Thorn Strikes, and creatures have disadvantage on the saving throw against Trip Attack.

Nature's Bond (Level 15)

Starting at 15th level, you and your seedling gain a protective bond. At the end of each of your turns, if you are within 5 feet of your seedling, you can choose to either protect your seedling or have it protect you until the start of your next turn. If you protect your seedling, attacks against it have disadvantage, and if it protects you, attacks against you have disadvantage.

Shadow Hunter Conclave

Shadow Hunter Conclave (Level 3)

The Shadow Hunter is a tracker, a stalker, a finder of lost things and people—particularly those that do not want to be found. The Shadow Hunter is familiar with all the modern forensics methods of tracking a subject, but places equal faith in magic and supernatural methods.

Target Creature

At 3rd level, you may spend 10 minutes to designate a creature as your target. You don't need to know the target personally and you can designate the creature only through her actions or a description, such as "the orc from the bank heist". You have advantage on Wisdom (Survival) checks to track your targeted creature, as well as on Intelligence checks to recall information about it. Once you choose a target you must finish a long rest before choosing another.

No Trace (Level 7)

At 7th level, you have advantage on checks you make to hide and avoid being detected while you are in your favored terrain or an urban environment. Additionally, while you are tracking your target, you can move stealthily at a normal pace and enemies have disadvantage on Perception checks to track you.

Play a Hunch (Level 11)

At 11th level, you can use your action and expend one ranger spell slot to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the DM rolls a percentile dice. There is a 70% + 1% per ranger level chance of getting a response on the hunch. If the roll is a success, the DM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man", which can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer. The DM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success.

A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work.

You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest.

Locate Target (Level 15)

At 15th level, you gain the supernatural ability to know where your target is. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense your targeted creature's location if it is within 3 miles of you, and if it's moving, you know the direction of its movement. This ability applies only on the target, and does not reveal attitude, status, or the presence of others around the target.

After you use this feature, you must finish a short or long rest to use it again.

Shared Form

Shared Form (Level 3)

The Shared Form rangers are defined by their choice to allow their bodies to house a second lifeform for mutual benefit. This symbiotic entity is integrated into their body, granting them a host of powerful natural abilities in return for protection and sustenance.

Symbiote Quirk

The symbiotic entity your character bonds with can provide a number avenues to explore your character. The entity can tie into your character's background, culture and their relationship with other characters. The entity could be a character its own right, either through its relationship with your character or through their reputation.

Consider determining a quirk of your character's symbiote. Think about how this quirk might affect their actions.

Symbiote Quirk
d6Quirk

Your symbiotic entity has been borne by previous hosts. You occassionally glimpse their memories through the entity.

Your symbiotic entity is a symbol of pride among your people. You overcame a great trial to earn your prize.

You cultivated a personal relationship with your entity before becoming its host. It still speaks to you as a second voice in your head.

Your entity was summoned through mystic means from an unknown plane of reality.

Your entity has a voracious hunger. You have to eat a great deal to keep both you and it full and satisfied.

After you began hosting your entity your gained a sudden talent with an instrument or form of artistic expression. Your compositions tend to be melancholic and strange.

Shared Form Spells

3rd-level Shared Form feature

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

Shared Form Spells
Ranger LevelSpells

3rd

false life

5th

alter self

9th

stinking cloud

13th

greater invisibility

17th

contagion

Symbiosis

3rd-level Shared Form feature

At 3rd level the symbiotic entity begins to strengthen your body by cultivating powerful claws and talons at the end of your arms and legs.

You can use your claws to make unarmed strikes that deal 1d6 + Strength modifier or Dexterity modifier slashing damage.

As long as you aren't wearing boots you can use your talons to make unarmed strikes that deal 1d8 + Strength modifier or Dexterity modifier piercing damage.

Your talons can also grasp things to improve your footing and perform simple tasks. They can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Instinctive Body

3rd-level Shared Form feature

At 3rd level after making a weapon attack on your turn you can make an unarmed strike as a bonus action.

Survival of the Fittest (Level 7)

7th-level Shared Form feature

At 7th level your symbiotic entity enhances your body to make you a more capable survivor. Your hit point maximum increases by 7 and increases by 1 again whenever you gain a level in this class. At the start of each day your symbiote can grant you one of the following bonuses:

Hot-Blooded

You have resistance to cold damage and can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection.

Robust Humors

You have resistance to poison damage and advantage on saving throws to resist diseases and poisons.

Insulated Musculature.

You have resistance to fire damage and can tolerate temperatures as high as 110 degrees Fahrenheit without any additional protection.

As a reaction to taking damage you can launch quills at a creature within your reach. That creature must make a Dexterity saving throw against your spell save DC or take piercing damage equal to 1d6 + your Strength modifier or Dexterity modifier. You cannot use this reaction if you are wearing heavy armor.

Second Opinion

7th-level Shared Form Archetype feature

At 7th level as a reaction after rolling a Wisdom check you can roll again but you must use the second result. This decision is made after rolling the die but before learning the result of the check.

Empowered Claws

7th-level Shared Form feature

Additionally at 7th level your natural attacks count as magical for the purposes of overcoming damage resistance. Once on each of your turns when you miss with a melee attack, you can make an unarmed strike as part of the same action.

Eyes on the Back of your Head (Level 11)

11th-level Shared Form feature

At 11th level your symbiote can help you react quickly to avoid danger. When you fail a Dexterity or Wisdom saving throw against an effect you are aware of you can reroll the saving throw but you must use the second result. You cannot use this feature again without spending a spell slot of 1st level or higher or finishing a short or long rest. You cannot use this feature if you are blinded, deafened, or incapacitated.

Living Armor (Level 15)

15th-level Shared Form feature

At 15th level your symbiote completely integrates with your body. It cultivates hardy subdermal armor that can absorb harm. As a bonus action you can subsume yourself into your symbiotic armor and gain resistance to bludgeoning, slashing and piercing damage for 1 minute. As a reaction to taking damage while within your symbiote armor you can expend the armor to gain resistance to all damage until the start of your next turn. You cannot use this feature again unless you expend a spell slot of 1st level or higher or until you finish a short or long rest.

Shooting Star

Shooting Star (Level 3)

Rangers of the Shooting Star conclave emulate the brilliant displays of astral bodies streaking across the sky. Their arrows strike with the intensity and variety of these extraterrestrial phenomenon.

Star Motes

Starting at 3rd level, you learn to conjure motes of starlight. As a bonus action, you can expend a spell slot to conjure motes of starlight that encircle you. You conjure three motes with a 1st-level spell slot, creating one additional mote for each spell level higher than 1st. You can have a number of motes equal to your ranger level. Any additional motes you create disappear. These motes last until they are used or until you finish a long rest.

If you have four or more motes remaining, they shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you have one to three motes remaining, they shed dim light in a 20-foot radius.

You can expend a mote to make a ranged spell attack that you can use with the Attack action. The attack has a range of 120 feet, and on a hit the target takes 2d6 radiant damage and is pushed 10 feet away from you.

Shooting Star Technique

At 3rd level, you learn the three Shooting Star techniques.

Illuminate

As a bonus action, you can expend a mote to imbue a piece of ammunition with starlight. The ammunition sheds dim light in a 5-foot radius until the end of your next turn, after which it returns to normal. When you hit a creature with this piece of ammunition, it takes an additional 1d6 radiant damage, sheds dim light in a 5-foot radius until the end of your next turn, and the next attack roll made against it before the end of your next turn has advantage.

Scattered Sparks.

As an action, you can expend a mote and launch it at a point within 120 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw against your ranger spell save DC. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level.

Comet Shot

When you miss a ranged weapon attack or ranged spell attack, you can expend a mote to use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. On a hit, the attack deals an additional 1d6 radiant damage.

Luminous Defense (Level 7)

At 7th level, the power of the stars comes to your aid in times of need. When a creature moves within 30 feet of you, you can use your reaction to make a mote attack at the creature.

Starlight Strike (Level 11)

At 11th level, your attacks become infused with starlight. Whenever you hit a creature with a weapon attack, it takes an additional 1d6 radiant damage.

Conjure Mote (Level 15)

At 15th level, you learn to create starlight motes with your own powers. You can use an action while you have no motes to create one mote.

Shooting Star

Shooting Star (Level 3)

Rangers of the Shooting Star conclave emulate the brilliant displays of astral bodies streaking across the sky. Their arrows strike with the intensity and variety of these extraterrestrial phenomenon.

Star Motes

Starting at 3rd level, you learn to conjure motes of starlight. As a bonus action, you can expend a spell slot to conjure motes of starlight that encircle you. You conjure three motes with a 1st-level spell slot, creating one additional mote for each spell level higher than 1st. You can have a number of motes equal to your ranger level. Any additional motes you create disappear. These motes last until they are used or until you finish a long rest.

If you have four or more motes remaining, they shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you have one to three motes remaining, they shed dim light in a 20-foot radius.

You can expend a mote to make a ranged spell attack that you can use with the Attack action. The attack has a range of 120 feet, and on a hit the target takes 2d6 radiant damage and is pushed 10 feet away from you.

Shooting Star Technique

At 3rd level, you learn the three Shooting Star techniques.

Illuminate

As a bonus action, you can expend a mote to imbue a piece of ammunition with starlight. The ammunition sheds dim light in a 5-foot radius until the end of your next turn, after which it returns to normal. When you hit a creature with this piece of ammunition, it takes an additional 1d6 radiant damage, sheds dim light in a 5-foot radius until the end of your next turn, and the next attack roll made against it before the end of your next turn has advantage.

Scattered Sparks.

As an action, you can expend a mote and launch it at a point within 120 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw against your ranger spell save DC. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level.

Comet Shot

When you miss a ranged weapon attack or ranged spell attack, you can expend a mote to use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. On a hit, the attack deals an additional 1d6 radiant damage.

Luminous Defense (Level 7)

At 7th level, the power of the stars comes to your aid in times of need. When a creature moves within 30 feet of you, you can use your reaction to make a mote attack at the creature.

Starlight Strike (Level 11)

At 11th level, your attacks become infused with starlight. Whenever you hit a creature with a weapon attack, it takes an additional 1d6 radiant damage.

Conjure Mote (Level 15)

At 15th level, you learn to create starlight motes with your own powers. You can use an action while you have no motes to create one mote.

Siege Beast Master

Siege Beast Master Archetype (Level 3)

Even the largest of beasts can be subdued and harnessed as siege weapons by a ranger of this enclave. A siege beast's power lies in its sheer size and ability to smash down walls or destroy siege weapons. As a result, they are at the forefront of armies, trampling anything and anyone who crosses their path, often serving as mounts for their ranger companions. Once bonded to a ranger, the siege beast becomes a force of devastation, gaining some magical abilities from its companion.

Beast Companion

Starting at 3rd level, you gain a beast companion that fights beside you. Choose a beast that is no larger than Large size and that has a challenge rating of 1 or lower. The beast obeys your commands and takes its turn on your initiative. On your turn, you can command the beast where to move or what actions to take, which require no actions on your part. If you are incapacitated or absent, the beast has free will and protects you and itself. If the beast dies, you can obtain another one by spending 8 hours to befriend another non-hostile beast.

Siege Beast Companion (Level 7)

Starting at 7th level, the maximum challenge rating of the beast that you can have as your companion increases to 2.

Your beast companion also gains the Siege Monster trait, allowing it to deal double damage to objects and structures.

Magical Siege Beast Companion (Level 11)

Starting at 11th level, the maximum challenge rating of the beast that you can have as your companion increases to 3 and can be of Huge size.

Your beast companion's natural attacks count as magical for the purposes of overcoming damage resistance.

Greater Magical Siege Beast Companion (Level 15)

Starting at 15th level, the maximum challenge rating of the beast that you can have as your companion increases to 4.

When you are mounted on your beast companion or within 5 feet of it, any creature that attacks you provokes an opportunity attack from your beast companion.

Sky Piercer

Sky Piercer (Level 3)

It is only natural, in high altitude environments such as mountains, that new fighting styles would be devised by any rangers that roam those regions. Fierce daredevils and bold dragoons, in sharing thoughts and observations about flying creatures. Whether elementals, or through tracking down wyverns and rocs eventually led to the formation of the Sky Piercer conclave. These risk-taking individuals found great power and thrill in taking flights to the skies with their air-born enemies, or from striking their grounded foes with a drop from the heavens.

Soaring Leaps

When you choose this archetype at 3rd level, your ability to launch yourself through the air and gracefulness with landing, greatly increases. When calculating jumps, you can use Dexterity instead of Strength, and you are not knocked prone when you take falling damage or land in Difficult Terrain.

Additionally, you learn a language of your choice of a being related to your aerial training: Celestial, Draconic, or Primordial.

Aerial Techniques

Also at 3rd level, you gain a supernatural aptitude for aerial combat. As an Action you can make while airborne, before you land, you can apply one of the following techniques listed under "Techniques" below. You cannot use more than one technique at the same time. If you have the multi-attack feature, one of those attacks can be replaced with an Aerial Technique.

You can use aerial techniques a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.

If an aerial technique requires you to make an attack roll or a saving throw, and your attack misses or you fail the saving throw, it does not count as expending a use of the Aerial Technique feature, so long as you still take falling damage on your turn.

  • Dive Bomb

    Make a weapon attack against one creature within range. If you hit, you can increase the damage of that attack by 1d6 for every 10 feet above the ground you fall(min 1d6), up to your Ranger level. (At 3rd Level, you can deal a maximum of 3d6 additional damage if you fall at least 30 ft; At 20th level you can deal a max of 20d6) additional damage if you fall at least 200ft.) If you hit, any falling damage you take before the end of your turn is halved, and the target must make a Strength Saving Throw against your Spell Save DC. On a failure, they are knocked prone, and, if you land within 5ft of the target, you can grapple them (if they are no larger than 1 size category larger than you), or you begin climbing them (if they are greater than 1 size category larger than you). So long as you are holding onto the target this way, you have advantage on ability checks to hold on to the creature.

    At 11th level, the creature you target with Dive Bomb makes the Strength Saving Throw regardless of if you hit or not. You can also make each creature within 10ft of the target location (including the target, and excluding you) to make a Strength Saving Throw. On a failure those creatures take the bonus damage of the Dive Bomb as Thunder damage and are knocked prone. On a success, those creatures take half as much damage and are not knocked prone.

  • Graceful Glide

    As part of the action you take to use this technique, you are treated as taking the Dash and dodge actions. You also gain a flying speed equal to your movement speed, and must make a Dexterity saving throw. The flight lasts until the end of your next turn on a successful save, or until the end of your current turn on a failure. When the flight granted by this effect ends, you begin falling normally if you are midair and nothing else is holding you aloft. You can stop flying at any time during your turn (no action required).

    At 11th Level, you are also treated as taking the Disengage action, you take no falling damage if you succeed on the Dexterity Saving Throw, and take half as much damage on a success.

  • Launching Strike

    Make a weapon attack against a creature within range. Before or after your attack attempt, you can also immediately float up to 20 feet into the air. If you hit, the opposing creature makes a Constitution Saving Throw against you Spell Save DC. If they fail, they are launched up to 20 feet upwards, downwards (if airborne), or away from you. Targets that weigh 500 pounds or more have advantage on the saving throw. Non-flying creatures made airborne by this feature are suspended at their current altitude, as if by a levitate spell, and do not start falling normally until the end of your next turn, you are incapacitated, or you end the effect on your turn (no action required).

    At 11th Level, the maximum distance you can push a target and jump into the air by this technique becomes 10 feet x your Proficiency bonus. If the target is pushed into a solid surface or another creature or object, without traveling the full distance, both take 1d6 bludgeoning damage for every 10 feet not traveled (min 1d6).

  • Soaring Smite

    Requirement: 11th Level. Make a melee weapon attack against a creature within range (as you are falling, but before you land). If you hit, you can sped a Spell Slot to recreate one of the following spell effects on that attack: Searing Smite, Thunderous Smite, Wrathful Smite, Branding Smite, Blinding Smite, Staggering Smite, Banishing Smite, Destructive Wave. You must spend a Spell Slot of an appropriate level to cast that spell, and it must be a spell of a level you can cast. It is treated as a Ranger Spell for you. You cannot cast any other spell during the turn you use this technique. The maximum level of a spell you can cast this way depends on the distance you fall or jump (either high jump or long jump). A spell of 1st level after falling or leaping 10ft, 2nd level after 30ft, 3rd level after 50ft, 4th level after 70ft, and 5th level after 100ft. If the attack misses, you do not expend a use of your Aerial Technique feature so long as you still take falling damage.

Daredevil's Thrill (Level 7)

At 7th Level, you can reduce the falling damage you take by a number of d6s equal to your proficiency bonus (minimum 1 damage)

Additionally, where others might feel vertigo, your mind and reflexes get sharper. So long as you are 20 feet or higher in the ari, or near a window or edge 30 feet or higher off of the ground, you gain advantage on all Dexterity and Wisdom ability checks.

Grace of Clouds (Level 11)

When you reach 11th Level, your aerial techniques improve as you become more and more comfortable with your wind-attuned abilities.

Aerial Superiority (Level 15)

At 15th Level, you gain a level of mastery over the winds themselves, and your fearlessness inspires others. You have immunity to the frightened condition, and all friendly creatures within 60 feet of you and can see you have advantage on saving throws to resist the frightened condition. Additionally, once per long rest, you can cast either the "Investiture of Wind" or "Wind Walk" spells without spending a spell slot.

Slaver

Slaver (Level 3)

Masters of hunting humanoid chattel, these purveyors of their fellow creatures are equally adept in the market and the wild. While nobler rangers hunt wild beasts and terrible monsters, Slavers combine a sharp eye for profit with a keen talent for nonlethal pursuit. After all, a dead slave can't be sold.

Slaver Magic (Level 3)

You learn an additional spell when you reach certain levels in this class, as shown in the Slaver 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 LevelSpells

3rd

command

5th

web

9th

hypnotic pattern

13th

compulsion

17th

dominate person

Trip Up (Level 3)

Starting when you select this archetype at 3rd level, you can make an opportunity attack with a ranged weapon at any target that moves more than 10 feet straight away from you. When you hit with an opportunity attack, you can force the target to make a Constitution saving throw against your ranger spell save DC, falling prone on a failure.

You can also attempt to knock a creature out with a ranged weapon attack, and your opportunity attacks and the first attack you make against a frightened or prone creature on a turn deal an additional 1d12 damage. This damage increases to 2d12 at 11th level in this class.

Finally, you can use a bonus action, rather than the Use an Item action, to apply manacles, ropes, or other restraints to unconscious creatures.

Evaluate Target (Level 7)

At 7th level, your eye for slaves' market value—and their tracks should they escape—grants you proficiency in your choice of Insight, Medicine, Persuasion, or Perception.

In addition, traveling at a fast pace doesn't impose the normal -5 penalty to your passive Wisdom (Perception) score, and you have advantage on Constitution checks made to avoid exhaustion while chasing another creature.

Contemptuous Combatant (Level 7)

At 7th level, you shrug off the attacks of the lesser beings who fall before you. A creature that was charmed, prone, or restrained at any time since the start of its last turn has disadvantage on attacks against you.

Subdue and Submit (Level 11)

Starting at 11th level, when a creature you can see succeeds on an ability check or saving throw to avoid or end being grappled or restrained, you can make an opportunity attack against it. On a hit, the target must roll again and take the lowest result. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once), and cannot do so again until you complete a long rest.

You can expend a ranger spell slot to regain one expended use of this feature at any time during your turn.

Crush Resistance (Level 15)

At 15th level, you can use your Subdue and Submit feature whenever a creature succeeds on an ability check or saving throw to escape the effects of any of your ranger spells. If multiple creatures succeed, you can only choose one creature to attack.

You can use this ability once on your turn without using your reaction.

Snake Speaker

Snake Speaker (Level 3)

Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.

Snake Speaker Magic

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

Snake Speaker Spells
Ranger LevelSpells

3rd

charm person

5th

suggestion

9th

tongues

13th

confusion

17th

dominate person

Scaly Transition

Beginning at 3rd level, you can take on limited serpentine aspects. When you finish a long rest, select one of the following features. You gain the benefit of the chosen feature until the next time you finish a long rest. Starting at 11th level, you can select two options when you finish a long rest.

Bite

You develop venomous fangs. When you use the Attack action and attack with a weapon, you can use a bonus action to bite a target within 5 feet of you with your fangs. You are proficient with the fangs, which deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice) plus 1d8 poison damage on a hit.

Keen Smell

Your nose and olfactory organs change to resemble those belonging to a snake. You have advantage on Wisdom (Perception) checks that rely on scent and on Wisdom (Insight) checks.

Poison Resistance

You have resistance to poison damage.

Scales

Scales sprout along your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Serpentine Movement

You have a climbing speed of 30 feet.

Speak with Snakes

Starting at 3rd level, you can comprehend and verbally communicate with snakes. A snake's knowledge and awareness are limited by its Intelligence, but it can give you information about things it has perceived within the last day. You can persuade a snake to perform small favors for you, such as carrying a written message to a nearby companion.

Serpent Shape (Level 7)

When you reach 7th level, you can use an action to cast polymorph on yourself, assuming the shape of a giant constrictor snake, flying snake, or giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. Once you use this feature, you can't use it again until you finish a long rest.

Starting at 15th level, you retain the benefits of your Scaly Transition feature while in the form of a snake, and you can use this feature twice between rests.

Sinuous Dance (Level 11)

Beginning at 11th level, your physical movements can beguile your enemies and strengthen your magic. You can choose to use Dexterity as your spellcasting ability score instead of Wisdom.

In addition, when you cast a spell, you can add your Dexterity and Wisdom modifiers together and use the result as your spellcasting ability modifier when determining the DC or spell attack bonus for that spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Decoy Skin (Level 15)

Starting at 15th level, you learn to magically shed your skin and use it as an animate decoy. As an action, you can shed your skin, which creates a duplicate of yourself. The duplicate appears in an unoccupied space within 10 feet of you. It looks like you, has your Armor Class and saving throw bonuses, and has hit points equal to three times your ranger level. It lasts for 10 minutes or until it is reduced to 0 hit points.

As a bonus action, you can command it to move up to your speed, using any form of movement you possess, but it must remain within 120 feet of you. Your decoy can't take actions or use your class features, but it otherwise moves as directed. While your decoy is within 5 feet of you, its appearance and movements so closely mimic yours that when a creature that can reach you and your decoy makes an attack against you, it has a 50 percent change of hitting your decoy instead.

It looks exactly as you looked when you used this feature, and it is a convincing duplicate of you. A creature can discern that it isn't you with a successful Intelligence (Investigation) check against your spell save DC. Once you use this feature, you can't use it again until you finish a long rest.

Soulkeeper

Soulkeeper (Level 3)

Soulkeepers are responsible for the supervision of the wilderness and all life that dwells within, often wandering over a particular area or domain and offering their portection from the unnatural and the aberrant. Unlike druids, however, upon finding a poached animal or murdered innocent, they are not above restoring the balance their own way: namely, calling the soul back to the Material Plane. They have been known to speak to spirits and——in some extreme cases——raise the dead back to life, but always with the utmost respect and with the soul's willing permission.

Soulkeepers often have a companion of spiritual energy or of reanimated bone and tissue, which can be unsettling at times to more conventional societies, being seen as ghosts and zombies. But such companions are not beholden by dark magics, but often through a deep sacred bond that trascends life itself. Animals of the domain a Soulkeeper watches over all know the ranger in some regard, and consider them a friend, worthy of their service.

View of the World

A ranger's view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that's deeply rooted in disdain, while others pity the people they have sworn to protect——though, on the battlefield, it's impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries to their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinion on any matter in the same way.

If you haven't yet thought about the details of your character's worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

Views of the World
d6View

1

Towns and cities are mass graves haunted by the spirits of the animals that lost their homes.

2

Civilization's expense poses the danger of early extinction for flora and fauna if left unchecked.

3

Towns and cities often have good homes for displaced animals if they open their hearts as well as their doors.

4

Instead of consuming all adjacent natural resources, towns and cities should learn to slow their growth and recycle what they can. Haste makes waste.

5

Walls, buildings, statues: none of those stand the test of time compared to nature's reclaiming grasp.

6

Cities breed contempt for the earth that birthed them, and are monuments to man's arrogance that their life holds greater worth than others.

Sworn Enemy

Every ranger begins with a favored enemy (or two). The determination of a favored enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

Sworn Enemies
d6Enemy

1

You seek revenge on your foe for the fallen in the forest, slain for sport or disregard for life.

2

Many of your conclave have fought your foes and their ilk in an attempt to maintain balance.

3

You respect your foe as the only worthy adversary left for you.

4

You seek out your foe to better understand them, to hunt them more efficiently. Each kill brings you closer to perfection.

5

You and your foe were simply born on opposing sides.

6

You hunt down your foe to give it a merciful death that others would not be so kind in delivering.

Soulkeeper Magic

3rd level Soulkeeper feature

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

Soulkeeper Spells
Ranger LevelSpells

3rd

false life

5th

gentle repose

9th

animate dead

13th

aura of life

17th

raise dead

Soulbound Companion

3rd level Soulkeeper feature

By 3rd level, your meditations invoking spirits of the wilderness bring you a faithful companion, a soulbound companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Soulbound Companion stat block. You determine which beast the creature's appearance is based on and whether it resembles the translucence of a ghost or the emaciated gauntness of a zombie or skeleton; your choice has no effect on its game statistics.

In combat, the soulbound companion shares your initiative count, but 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

If you use your action to share your spiritual energy with your companion, it regains 2d6 hit points. If it has died within the last hour, you can use your action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The soulbound companion returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new soulbound companion, if you already have a soulbound companion from this feature, the first one immediately perishes.

Siphon Lifeforce (Level 7)

7th level Soulkeeper feature

By 7th level, you discover new ways to manipulate life energy. Once per round, when either you hit a target with a weapon attack or your soulbound companion hits a target, you can choose to have all damage dealt by the attack to become radiant or necrotic damage (your choice), and the creature takes an extra 1d8 of the chosen damage type.

In addition, when you or your soulbound companion reduces a hostile creature to 0 hitpoints, you can draw on the diffused lifeforce, regaining hit points equal to your Wisdom modifier + your ranger level (minimum of 1).

Cycle of Rebirth (Level 11)

11th level Soulkeeper feature

At 11th level, when you cast animate dead, you can choose to warp the corpse or pile of bones that you target into a suitable vessel for an animal spirit. The bones and flesh twist, contort, and reshape themselves to resemble a beast of your choice that has a challenge rating of 2 or lower. If you cast animate dead this way, the beast is also considered undead, and the body falls apart into its previous state when it drops to 0 hit points or after 1 hour, the spirit vacating.

The summoned creature is friendly to you and your companions for the duration. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature's statistics, with the following additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your ranger level.

  • The creature adds your proficiency bonus to its weapon damage rolls.

  • The creature is immune to poison.

  • If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unles the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.

Bonds of Unlife (Level 15)

15th level Soulkeeper feature

At 15th level, the bond between you and your soulbound companion becomes more powerful. You gain the following benefits:

  • No action is required to command your companion.

  • When either you or your companion are reduced to 0 hit points, the other flies into an avenging fury that lasts one minute. For the duration, the creature gains advantage on attack rolls and saving throws, and is immune to being charmed or frightened. Your companion can also take any action on its statblock to defend you or your companions during this time.

  • Whenever your soulbound companion uses its Soulshift, the source of the damage takes radiant or necrotic damage (your choice) equal to half your ranger level.

Spear of the Weald

Spear of the Weald (Level 3)

The alseid have long defended the limits of their forest homes. These warriors can make a dizzying variety of ranged and melee attacks in quick succession, using ancient magic to flash across the battlefield.

Restriction: Alseid

You can choose this archetype only if you are an alseid.

Weald Spear

When you choose this archetype at 3rd level, you gain the ability to call forth a magical, wooden spear from the land of fey into your empty hand as a bonus action. The spear disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You are proficient with the weapon while you wield it. The spear's range is 20/60 feet, and, when you throw the spear, it reappears in your hand after the attack. The spear's damage die is a d8, and it has the finesse and reach properties.

At 7th level, your weald spear attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your weald spear's damage die is a d10. At 11th level, your weald spear's damage die is a d12.

Touch of the Fey Land

The touch of the land of the fey is always on your spear, hinting at its otherworldly ties. Beginning at 3rd level, when you summon your Weald Spear, choose one of the following effects.

Aflame

Your spear is ensorcelled in heatless, white, magical flames whose intensity rise and fall to reflect your mood. When you are at your happiest, your spear sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Entwined

Your spear appears to be wrapped in writhing green vines which occasionally coalesce into the shape of a slender, grasping hand. The hand always points in the direction of your home forest.

Everblooming

Your spear is covered in small wildflowers that bloom, die, bud, and bloom again within minutes. Pollinating insects are often drawn to your spear as the spear constantly exudes a pleasant, floral fragrance.

Moonlit

Your spear appears as a pale length of wooden moonlight. A trail of star-like motes travels behind the spear's point.

Canopy (Level 7)

Beginning at 7th level, when a creature within 30 feet of you, including yourself, is targeted by a ranged weapon attack, you can use your reaction to summon a magical canopy of glowing leaves and branches over the target. The target has resistance to the damage dealt by the attack, and the canopy bursts into shredded leaves afterwards. You must then finish a short or long rest to use your Canopy again.

When you reach 11th level in this class, you can use your Canopy twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all expended uses.

Steps of the Forest God (Level 11)

Starting at 11th level, after you make a successful ranged weapon attack with your Weald Spear, you can use a bonus action to teleport to an unoccupied space within 10 feet of your target.

Overwhelm (Level 15)

At 15th level, after you make a successful melee weapon attack with your Weald Spear against a creature, you can use a bonus action to make one ranged weapon attack with it against a different creature. You don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature you hit, however, you can still have disadvantage on the attack roll from being within 5 feet of other creatures.

Spellbreaker

Spellbreaker (Level 3)

Where there is power, there are those that abuse that power. Spellbreakers are a small, but dedicated, fraternity of rangers who specialize in hunting spellcasters that use their arcane abilities to bring harm to others. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy any who wield the weave. Most Spellbreakers operate in the shadows, only revealing themselves when the time is right and their success is a certainty. When one wrong move could end in disintegration, there is no room for error.

Mage Hunter

When you join the fraternity of Spellbreakers, you gain the training and skill necessary to hunt spellcasters of all kinds. At 3rd level, you gain the benefits detailed below:

  • You gain proficiency in Arcana, and any time you make an Intelligence (Arcana) check to related to spellcasting or spells, you add double your proficiency bonus to your roll.

  • You can cast absorb elements, at 1st-level, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

  • When you cast absorb elements, and the first weapon attack you make on your next turn is against the creature whose spell you absorbed, you treat the additional damage from absorb elements as it's maximum possible roll.

Spellsight

At 3rd level, you learn to detect the innate arcane potential of others. As a bonus action, choose a creature you can see. You learn its spellcasting ability and its highest level spell slot.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no remaining uses you can expend a 1st-level spell slot to use it again.

Spellbreaker Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Magi, Order of Spellbreakers

If you'd like to play as a more dedicated hunter of the arcane, consider playing a Magus Class who has joined the Order of Spellbreakers as their subclass.

The Magus is an Intelligence-based, arcane half-caster that serves as the counterpart to the Ranger and Paladin. Hunt with mastery of spell & sword!

Arcane Defense (Level 7)

You have learned to ward your mind and body against hostile magic. Beginning at 7th level, when you are forced to make a saving throw to resist the effects of a spell or another magical effect, you gain a bonus to your saving throw equal to your Wisdom modifier (minimum of +1).

Mage Breaker (Level 11)

At 11th level, you learn to utilize the signature mage slaying techniques of master Spellbreakers. As a bonus action, you can imbue your weapons with primal abjuration magic. Until the start of your next turn, each time you hit a creature with a weapon attack, all damage dealt by the attack becomes force damage, and you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).

If you hit a creature that is concentrating on a spell, it takes an additional 1d8 force damage, and it has disadvantage on its saving throw to maintain concentration on its spell.

You can use this bonus action a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can spend a spell slot of 1st-level or higher to use it again.

Mantle of the Master (Level 15)

Your training has reached its apex, and you are considered a master Spellbreaker. Starting at 15th level, you are resistant to all damage from spells and other magical effects.

Spellbreaker

Spellbreaker (Level 3)

When a wizard embraces forbidden, volatile magic, or a sorcerer loses control of their arcane power, a spellbreaker is not far behind. This ancient order of rangers tracks dangerous spellcasters, from rogue bards to demonic warlocks, and eliminates them before their magic can wreak havoc on an entire city or endanger the multiverse itself. They are trained in techniques to bypass magical defenses and rip small holes in the fabric of magic itself to catch unaware any spellcaster caught in their midst. While most spellbreakers execute their quarry or capture them for the authorities, a few still burn witches at the stake, earning all spellbreakers a grim reputation. For this reason alone, a mage on the run has good reason to look over their shoulder and fear the spellbreaker's arrival.

Spellbreaker Magic

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

Spellbreaker Spells
Ranger LevelSpell

3rd

detect magic

5th

see invisibility

9th

counterspell

13th

freedom of movement

17th

scrying

Antimagic Strike

At 3rd level, you've mastered the mage-slaying technique of cutting through magic itself. Once on each of your turns, when you make an attack against a creature you can see, you can use your bonus action to deliver a small antimagic pulse. For the duration of the attack and damage rolls, the effects of spells targeting the creature, as well as the properties and powers of magic items worn or carried by the creature, are suppressed. This disrupts spells like mage armor or mirror image which protect the creature, as well as spells like hellish rebuke which are triggered as a reaction to the attack or damage roll. On a hit, the creature takes an extra 1d6 force damage, or an extra 2d6 force damage if it was concentrating on a spell when it was attacked.

Spell Resistance (Level 7)

By 7th level, you can shake off even the most potent magic. You have advantage on saving throws you make against spells.

Arcane Burst (Level 11)

Beginning at 11th level, you've learned to rip at the fabric of magic itself. As an action, you can expend a spell slot to create a small arcane explosion centered on yourself in a 10-foot-radius sphere. Each creature other than you within the area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes force damage equal to half your ranger level, plus 1d8 for each level of the spell, or half as much on a successful save.

Antimagic Curse (Level 15)

Starting at 15th level, you've mastered the art of tearing small, persistent holes in the fabric of magic, and attaching them to unfortunate souls. As an action, you create a 5-foot diameter sphere of antimagic, centered on a point you choose within 60 feet, as per the spell antimagic field. If the point you choose is on a creature, the sphere moves with the creature. This antimagic field lasts for 1 minute, or until you choose to end it on your turn (no action required).

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

Spirit Guardian

Spirit Guardian (Level 3)

Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits' powers, and becoming far more attuned to the denizens of the Elemental Planes.

Spirit Guardian Magic

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

Spirit Guardian Spells
Ranger LevelSpells

3rd

unseen servant

5th

magic weapon

9th

protection from energy

13th

guardian of nature

17th

conjure elemental

Elemental Bond

When you choose this archetype at 3rd level, your connection to the natural world brings you into contact with an elemental guardian spirit of your choice: the Boulderbear, the Firecat, the Riversnake, or the Thunderbird. Your choice affects the features you gain at 3rd, 7th, and 15th level.

You learn to speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check

Spirit Strike

At 3rd level, you can have your guardian spirit harry creatures, imbuing your attacks against those creatures with elemental power. As a bonus action, choose one creature you can see within 60 feet of you. The first time you hit that creature with a weapon attack before the start of your next turn, the attack gains benefits based on your chosen guardian spirit.

Boulderbear. The target takes an additional 1d4 force damage, and its speed is halved until the end of its next turn as stone and dust impede is movements.

Firecat. The target takes an additional 1d4 fire damage, and it sheds bright light in a 10-foot radius, and dim light for an additional 10 feet, until the end of its next turn as ethereal flames alight on its body. For the duration, the creature can't become invisible or hidden.

Riversnake. The target takes an additional 1d4 cold damage, and it suffers disadvantage on the first attack roll or ability check it makes before the end of its next turn as frost forms on its extremities.

Thunderbird. The target takes an additional 1d4 thunder damage, and you push it up to 10 feet in a straight line away from you as a boom of thunder audible to 300 feet knocks it back.

Elemental Aspect (Level 7)

At 7th level, an aspect of your guardian spirit's metaphysical body appears on you, granting you a feature based on your chosen guardian spirit.

Boulderbear. Your hit point maximum increases by 7, and increases by 1 whenever you gain a subsequent level in this class. Additionally, you have advantage on saving throws against disease and poison.

Firecat. Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus.

Riversnake. You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the Disengage action as a bonus action on your turn.

Thunderbird. Your high and long jump distances are tripled. Additionally, the wind rises in your defense against distant attackers. After you end your turn, the first creature that makes a ranged weapon attack against you before the start of your next turn makes the attack roll with disadvantage.

Guardian Spirit (Level 11)

Starting at 11th level, when you hit the target of your Spirit Strike with a weapon attack, your guardian spirit continues to harry the creature until the start of your next turn, warding your allies from the creature's attacks. If the target makes an attack against a target other than you, you can use your reaction to make a weapon attack against it. If your attack hits, it gains the benefits of your Spirit Strike.

Elemental Vessel (Level 15)

At 15th level, you gain the ability to merge your physical form with your guardian spirit, transforming into it. As an action, you can transform into the physical manifestation of your guardian spirit for 1 minute.

Boulderbear. Your transformation has the statistics of an earth elemental, though with the appearance of a large bear made entirely of pieces of earth and stone.

Firecat. Your transformation has the statistics of a fire elemental, though with the appearance of a jungle cat made entirely of roaring flame.

Riversnake. Your transformation has the statistics of a water elemental, though with the appearance of a venomous snake made entirely of rushing water.

Thunderbird. Your transformation has the statistics of an air elemental, though with the appearance of a giant eagle made entirely of gusting wind.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of your guardian spirit (earth elemental, fire elemental, etc.) but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.

  • When you transform, you assume your guardian spirit's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

  • You can't cast spells, and your ability to take any action that requires hands is limited to the capabilities of your guardian spirit form. Transforming doesn't break your concentration on a spell you've already cast.

  • You retain the benefit of any feature from your class, race, or other source and can use them if the new form is capable of doing so. However, you can't use any of your special senses, such as darkvision.

  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

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

Spirit Guardian

Spirit Guardian (Level 3)

Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits' powers, and becoming far more attuned to the denizens of the Elemental Planes.

Spirit Guardian Magic

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

Elemental Bond

When you choose this archetype at 3rd level, you learn to speak, read, and write Primordial. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Additionally, your connection to the natural world causes you to bond with an elemental guardian spirit. Choose its elemental type: Boulderbear, Firecat, Riversnake, or Thunderbird. You gain that elemental type's Spirit Strike, as well as additional abilities it grants once you reach 7th level and 15th level in this class.

When you finish a long rest'24, you can choose for your guardian spirit to manifest as a different elemental type of your choice, replacing the abilities granted by its previous type with those of its new one.

Spirit Strike

Starting at 3rd level, you can have your guardian spirit harry creatures, imbuing your attacks against those creatures with elemental power. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature with a weapon attack before the start of your next turn, the attack gains benefits based on your guardian spirit's elemental type.

Boulderbear

The target takes an additional 1d4 force damage, and its speed is halved until the start of your next turn as stone and dust impede its movements.

Firecat

The target takes an additional 1d4 fire damage, and it sheds bright light'24 in a 10-foot radius and dim light'24 for an additional 10 feet until the start of your turn as ethereal flames alight on its body. For the duration, the creature can't become invisible or hidden.

Riversnake

The target takes an additional 1d4 cold damage, and it suffers disadvantage on the first attack roll or ability check it makes before the start of your next turn as frost forms on its extremities.

Thunderbird

The target takes an additional 1d4 thunder damage, and you push it up to 10 feet in a straight line away from you as a boom of thunder audible to 300 feet knocks it back.

Elemental Aspect (Level 7)

At 7th level, an aspect of your guardian spirit's metaphysical body appears on you, granting you a feature based on your guardian spirit's elemental type.

Boulderbear

Whenever you finish a short or long rest, you gain temporary hit points'24 equal to half your ranger level + your Wisdom modifier. Additionally, you have advantage on saving throws against disease and poison.

Firecat

Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus.

Riversnake

You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the Disengage action as a bonus action on your turn.

Thunderbird

Your high and long jump distances are tripled. Additionally, the wind rises in your defense against distant attackers. After you end your turn, the next ranged weapon attack targeting you before the start of your next turn is made with disadvantage.

Guardian Spirit (Level 11)

Starting at 11th level, when you hit the target of your Spirit Strike with a weapon attack, your guardian spirit continues to harry the creature until the start of your next turn, warding your allies from the creature's attacks. If the target makes an attack against a target other than you, you can use your reaction to make a weapon attack against it. If your attack hits, it gains the benefits of your Spirit Strike.

Elemental Vessel (Level 15)

At 15th level, you gain the ability to merge your physical form with your guardian spirit, transforming into it. As an action, you can transform into the physical manifestation of your guardian spirit for 1 minute.

Boulderbear

Your transformation has the statistics of an earth elemental, though with the appearance of a large bear made entirely of pieces of earth and stone.

Firecat

Your transformation has the statistics of a fire elemental, though with the appearance of a jungle cat made entirely of roaring flame.

Riversnake

Your transformation has the statistics of a water elemental, though with the appearance of a venomous snake made entirely of rushing water.

Thunderbird

Your transformation has the statistics of an air elemental, though with the appearance of a giant eagle made entirely of flashing storm clouds.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of your guardian spirit (earth elemental, fire elemental, etc.) but you retain your alignment, personality, and any ability score that is higher than the stat block's. You also retain all of your skill and saving throw proficiencies, as well as each feature and trait from your class, race, or other source (including special senses such as darkvision) and can use them if the new form is capable of doing so.

  • When you transform, you assume your guardian spirit's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.

  • The new form's weapon attacks are magical.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points or die.

Once you use this feature, you can't use it again until you finish a long rest'24, unless you expend a spell slot of 4th level or higher to use it again.

Stargazer

Stargazer (Level 3)

Mortals have always looked to the stars for tales of the past, and some believe that in observing the motions of the cosmos one can predict fate. Stargazers are rangers who spend their lives studying the great constellations; Adder, Elephant, Hare, Stag, and Wolf, and can use this celestial knowledge to draw on a portion of the constellation's radiant power.

Celestial Guidance

Your life is guided by the great constellations of the night sky. Starting at 3rd level, you cannot become lost, even by magical means, so long as you can see the stars or the night sky.

Also, at the end of each long rest, you attune yourself to one of the great constellations from the table below. While attuned to that constellation, you know the corresponding cantrip and 1st-level spell on the Constellation Spells table. Both count as ranger spells for you, but they do not count against your total number of ranger Spells Known.

You can cast your constellation spell at 1st-level without expending a spell slot or material components a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Constellation Spells
ConstellationCantrip1st-Level Spell

Adder

vicious mockery

inflict wounds

Elephant

guidance

bless

Hare

minor illusion

longstrider

Stag

shillelagh

compelled duel

Wolf

primal savagery

guiding bolt

Stargazer Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Ranger LevelSpell

5th

moonbeam

9th

clairvoyance

13th

divination

17th

wall of light

Threads of Fate (Level 7)

Starting at 7th level, you can use your insight into the stars to twist the threads of fate. When you, or creature you that can see within 30 feet makes an ability check or saving throw, you can add your Wisdom modifier (minimum of +1) to the result of their roll as a reaction. You can use this reaction after the roll, but before you know if it succeeds or fails.

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

Starlight Strikes (Level 11)

Starting at 11th level, you can enter a trance, filling your eyes with starlight and allowing the constellations of the night sky to guide your attacks. As a bonus action, you can enter this trance which lasts for 1 minute. While you are in this trance and you roll a 9 or lower on the d20 for an attack roll, you can use a 10 instead. You can do so no more then once per turn.

Once you use this ability you must finish a long rest before you can use it again. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.

Resplendent Soul (Level 15)

At 15th level, your very being is suffused with starlight. As a reaction, when a creature you can see within 30 feet hits you with an attack, you can release a targeted flash of starlight and force the attacker to make a Constitution saving throw. On a failed save, the target takes 3d10 radiant damage and is blinded until the start of its next turn. On a successful save, the target takes half damage and is not blinded.

You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Stargazer

Stargazer (Level 3)

Staring up at the night sky, one's thoughts may drift to the vast unknown of the cosmos; an infinitely expansive sea of darkness speckled with inconceivably hot stars and unforgivingly harsh planets. While the starry heavens might seem absolutely foreign and unknowable, the Stargazer finds comfort and guidance from them. They learn more about their current location by looking at the constellations than they would from seeing a map.

Stargazer Magic

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

Stargazer Spells
Ranger LevelSpell

3rd

chromatic orb

5th

moonbeam

9th

hunger of hadar

13th

dimension door

17th

flame strike

Astronavigation

Beginning at 3rd level, you gain proficiency with cartographer's tools and navigator's tools. While you have a clear vision of any cosmic bodies (such as stars, moons, or planets), you always know your location in the Material Plane and what time of year it is. This feature does not work if you are not on the planet or plane of your origin, though you can spend 8 hours studying the night sky to reorient yourself on new planets or planes in this way.

Further, you have advantage on saving throws against being blinded, and dim light does not impose disadvantage on your Wisdom (Perception) checks.

Zenith Strike

You gain the power to imbue a weapon with cosmic light. As a bonus action, you may raise a weapon directly overhead to empower it. The weapon sheds bright light in a 10-foot radius, and the next hit with a weapon attack on your turn deals an additional 1d6 radiant damage. At 11th level, the additional radiant damage increases to 2d6.

Additionally, when you use the attack action, you can make a ranged spell attack by sending a beam of starlight from the weapon, using your ranger spell attack bonus. The beam has a range of 30 feet and deals 1d6 + your Wisdom modifier radiant damage on a hit.

Starburst (Level 7)

As a reaction, when you take damage, you can use your reaction to emit a burst of blinding light with a 15-footradius sphere centered on you. Any creatures within that sphere that can see the light must succeed on a Constitution saving throw or become blinded until the end of your next turn. You can choose a number of creatures equal to your wisdom modifier, and those creatures automatically succeed on the saving throw.

Once you use this feature, you cannot use it again until you finish a short or long rest, or unless you expend a ranger spell slot of 2nd-level or higher to do so again.

Guiding Light (Level 11)

Whenever you hit a creature with a 19 or 20 on an attack roll, you can choose to cause the creature to emanate bright sunlight until the start of your next turn. An affected creature sheds bright light in a 20-foot radius and dim light for an additional 20-feet. Any creature or object within the bright light can't benefit from being invisible, and the next attack made against the glowing creature has advantage while it is illuminated.

Cosmic Retribution (Level 15)

When a hostile creature damages you, you may cast a ranger spell as a reaction. The spell must normally have a casting time of 1 action.

Stone Singer

Stone Singer (Level 3)

Stone Singers were born of dwarvish culture, a sect of Rangers dedicated to defending their borders from any would be invaders from the underdark or mountains. They grew closer than any of the dwarves to the land beneath their feet. Now they are spread all over, the teachings of the song of stone a tune that many might carry. They have a deep attunement to the earth, the rocky core of the world a siren's call that drums in their ears whether out at sea or at the peak of mountains.

Stone Singer Quirks
d6Quirk

Your shoes and feet are always dusty

You have the pressing urge to eat rocks

Your body has a web of cracks stretching across it

The ground rumbles slightly with your footsteps

Stone ripples to your touch

You feel most comfortable sleeping on earth

Stone Singer Magic

3rd-level Stone Singer feature

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

Stone Singer Spells
Ranger LevelSpells

3rd

earth tremor

5th

shatter

9th

meld into stone

13th

stone shape

17th

transmute rock

Earthen Armament

3rd-level Stone Singer feature

Beginning at 3rd level, you can coat your weapons in sheathes of fragile stone. As a bonus action, you can cause one weapon or piece of ammunition to gain a coating of rock around itself until the end of your turn. The next time you hit with that weapon or piece of ammunition, the coating explodes and deals an additional 1d6 piercing damage to the target and another creature of your choice within 5 feet of it.

Stone Step

3rd-level Stone Singer feature

Beginning at 3rd level, as an action you can gain a burrowing speed of 5 feet until the end of your turn. This increases to 10 feet at 11th level.

When you reach 11th level in this class, you can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.

Granite Guard (Level 7)

7th-level Stone Singer feature

Starting at 7th level, you learn to extend your manipulation of stone in to a defensive armor, for a time. When you use your Earthen Armament feature, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of your next turn, or until you take damage.

Boulder Breaker (Level 11)

11th-level Stone Singer feature

At 11th level, you can deliver a devastating blow to your foes. Once on your turn, you can deal an extra 1d6 bludgeoning damage to one target you hit with an attack. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone or pushed 15 feet away from you, your choice. If, as a result of being pushed away, the target would collide with a solid surface, or an object or creature that is its size or larger, it takes an additional 1d6 bludgeoning damage.

Diamond Defense (Level 15)

15th-level Stone Singer feature

Starting at 15th level, when a creature hits you with an attack but before the damage is dealt, you can use your reaction to gain a number of temporary hit points equal to half your Ranger level + your Constitution modifier.

Stormcaller

Stormcaller (Level 3)

Experts in fighting in strong winds and heavy rain, Stormcallers draw their power from the rolling clouds and shifting skies. Able to manipulate the weather to their advantage, Stormcallers strike with the might of a hurricane, fracturing and blowing away their adversaries with bursts of windy magic and whirling blades.

Stormcaller Magic

Starting at 3rd level, you learn the druidcraft cantrip, and you learn an additional spell when you reach certain levels in this class, as shown in the Stormcaller Spells table. These spell count as ranger spells for you, but don't count against the number of ranger spells you know.

Stormcaller Spells
Ranger LevelSpells

3rd

zephyr strike

5th

warding wind

9th

call lightning

13th

storm sphere

17th

control winds

Variant: Alternative Spells

For players who don't have access to Xanathar's Guide to Everything, the following lines in the Stormcaller Spells table can be replaced:

Stormcaller Spells
Ranger LevelSpell

3rd

fog cloud

5th

gust of wind

13th

control water

17th

commune with nature

Gale Step

Starting at 3rd level, you can channel the power of the wind into your own movements and attacks. When you move for the first time on your turn, you can double your speed until the end of the turn. If you move at least 10 feet straight toward a target and then hit it with a weapon attack before the end of the turn, the attack deals an extra 1d8 thunder damage. When you reach 11th level in this class, the extra damage increases to 2d8.

Once you use this feature, you can't use it again until you move 0 feet on one of your turns.

Rain Cloak

At 3rd level, you learn to cloak yourself under cover of rain. While in light or heavy precipitation, you can use a bonus action on your turn to turn invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw. Additionally, you don't have disadvantage on Wisdom (Perception) checks made when observing areas that are lightly obscured by heavy rain, falling snow, mist, or other water-based phenomena.

Darken Skies (Level 7)

At 7th level, you gain the ability to draw storm clouds overhead. If you are able to see the sky when you finish a short or long rest, you can cause dark clouds to form in a 1-mile radius directly above you. These dark clouds count as stormy conditions for the purpose of spells such as call lightning and the weather in the area changes to light rain or light snow.

If it is already lightly raining or lightly snowing when you use this feature, you can instead cause the weather in the area to worsen, turning light precipitation into heavy precipitation.

Changes in weather caused by this feature persist for a number of hours equal to your ranger level or until dispersed naturally or by magic.

Cyclone Burst (Level 11)

Beginning at 11th level, you can unleash a vicious cyclone of winds around you. When you move for the first time on your turn while using your Gale Step feature, you can force each creature within 10 feet of you to make a Strength saving throw against your ranger spell save DC. On a failed save, a creature takes 2d8 thunder damage and is pushed up to 10 feet away from you and knocked prone. This wind also blows away any smoke, mist, or fog in the area.

Shielded by Wind and Rain (Level 15)

At 15th level, you can bend the winds around you into a barrier against arrows and other missiles. While you aren't incapacitated, you have half cover against ranged attacks. Additionally, when a creature you can see makes a ranged attack against a target within 30 feet of you, you can use your reaction to grant the target half cover against the attack.

If you are standing in light or heavy precipitation, both instances of half cover become three-quarters cover.

Stormcaller

Stormcaller (Level 3)

Experts in fighting in strong winds and heavy rain, Stormcallers draw their power from the rolling clouds and shifting skies. Able to manipulate the weather to their advantage, Stormcallers strike with the might of a hurricane, fracturing and blowing away their adversaries with bursts of windy magic and whirling blades.

Stormcaller Magic

Starting at 3rd level, you learn the druidcraft cantrip, and you learn an additional spell when you reach certain levels in this class, as shown in the Stormcaller Spells table. These spell count as ranger spells for you, but don't count against the number of ranger spells you know.

Stormcaller Spells
Ranger LevelSpells

3rd

zephyr strike

5th

warding wind

9th

call lightning

13th

storm sphere

17th

control winds

Variant: Alternative Spells

For players who don't have access to Xanathar's Guide to Everything, the following lines in the Stormcaller Spells table can be replaced:

Stormcaller Spells
Ranger LevelSpell

3rd

fog cloud

5th

gust of wind

13th

control water

17th

commune with nature

Gale Step

Starting at 3rd level, you can channel the power of the wind into your own movements and attacks. When you move for the first time on your turn, you can double your speed until the end of the turn. If you move at least 10 feet straight toward a target and then hit it with a weapon attack before the end of the turn, the attack deals an extra 1d8 thunder damage. When you reach 11th level in this class, the extra damage increases to 2d8.

Once you use this feature, you can't use it again until you move 0 feet on one of your turns.

Rain Cloak

At 3rd level, you learn to cloak yourself under cover of rain. While in light or heavy precipitation, you can use a bonus action on your turn to turn invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw. Additionally, you don't have disadvantage on Wisdom (Perception) checks made when observing areas that are lightly obscured by heavy rain, falling snow, mist, or other water-based phenomena.

Darken Skies (Level 7)

At 7th level, you gain the ability to draw storm clouds overhead. If you are able to see the sky when you finish a short or long rest, you can cause dark clouds to form in a 1-mile radius directly above you. These dark clouds count as stormy conditions for the purpose of spells such as call lightning and the weather in the area changes to light rain or light snow.

If it is already lightly raining or lightly snowing when you use this feature, you can instead cause the weather in the area to worsen, turning light precipitation into heavy precipitation.

Changes in weather caused by this feature persist for a number of hours equal to your ranger level or until dispersed naturally or by magic.

Cyclone Burst (Level 11)

Beginning at 11th level, you can unleash a vicious cyclone of winds around you. When you move for the first time on your turn while using your Gale Step feature, you can force each creature within 10 feet of you to make a Strength saving throw against your ranger spell save DC. On a failed save, a creature takes 2d8 thunder damage and is pushed up to 10 feet away from you and knocked prone. This wind also blows away any smoke, mist, or fog in the area.

Shielded by Wind and Rain (Level 15)

At 15th level, you can bend the winds around you into a barrier against arrows and other missiles. While you aren't incapacitated, you have half cover against ranged attacks. Additionally, when a creature you can see makes a ranged attack against a target within 30 feet of you, you can use your reaction to grant the target half cover against the attack.

If you are standing in light or heavy precipitation, both instances of half cover become three-quarters cover.

Sun Striker

Sun Striker (Level 3)

Unlike many of their ranger peers who deign to skulk among the shadows, those that reside in the Sun Striker conclave seek to audaciously purge their foes with the ferocious power of the sun. Emulating the great and powerful solars who wield devastating strength alongside powerful celestial magic and weapons, these hunters smite their enemies while coordinating well with any potential allies. These beings thrive in tenebrous environments, bringing the radiant light of day to bear upon any hostile creatures which reside within these spaces.

Sun Striker Magic

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

Sun Striker Spells
Ranger LevelSpells

3rd

faerie fire

5th

flaming sphere

9th

daylight

13th

fire shield

17th

wall of light

Radiant Font

At 3rd level, you possess a cache of brilliant energy within yourself. This is represented by your Solar Might dice, which are each a d8. You have a number of these dice equal to your proficiency bonus + your Wisdom modifier (minimum of 1), and are used in various ways, which are detailed below:

  • Lightbringer.

    You can expend 1 of your Solar Might dice and cast one of the following cantrips: dancing lights, light, or sacred flame.

  • Touch of the Dawn.

    When a creature within 60 feet of you that you can see regains hit points from a spell or other magical effect, you can use your reaction to expend 1 of your Solar Might die, rolling it and adding the amount to the amount of hit points that the creature regains.

  • Striking Zenith.

    Once on each of your turns, immediately after you hit a target within 60 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, rolling it and dealing fire or radiant damage (your choice) to the target equal to the number rolled.

    You regain all your expended Solar Might dice when you finish a long rest.

Illumination (Level 7)

Starting at 7th level, your alignment with the relentless and rejuvenating ferocity of the sun allows you to regain any expended Solar Might dice when you finish a short rest.

Once you regain Solar Might dice in this way, you can't do so again until you finish a long rest.

Solar Mastery (Level 11)

At 11th level, you gain additional ways in which you can use your Solar Might dice, detailed below:

  • Solar Rays.

    Once on each of your turns, when you take the Attack action, you can expend up to 2 Solar Might dice, making a number of additional attacks equal to the number of Solar Might dice you expend. These attacks deal fire or radiant damage (your choice), instead of the damage type they normally would.

  • Sun Spot.

    Once on each of your turns, immediately after you hit a target within 30 feet of you with a melee or ranged weapon attack, you can expend 1 of your Solar Might dice, forcing the target to make a Constitution saving throw against your ranger spell save DC or become blinded until the start of your next turn.

Brilliant Weaponry (Level 15)

Upon reaching 15th level, all weapons that you wield are considered magical, you create ammo when attacking with a ranged weapon, and your weapons are a spellcasting focus for your ranger spells. You can also use a bonus action to cause your weapons to shed bright light in a 5-foot radius and dim light for an additional 10 feet until you use this feature again or the weapon is more than 5 feet away from you.

Additionally, you no longer expend your Solar Might dice to use Striking Zenith from your Radiant Font feature.

Swarmkeeper

Swarmkeeper (Level 3)

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. 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, 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

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.

Torturer Conclave

Torturer Conclave (Level 3)

Disclaimer:

Please be advised that while some may use torture as a plot device or as a means of gathering information, it is a sensitive and disturbing topic. While the use of torture can be integral to the story being told, which is why it is included in this book, it is important to ensure that everyone at the table comes to an agreement regarding its use prior to the session beginning, and if it's included, whether descriptions should fade to black or be more detailed.

Enshrouded within the radiance of Luyarnha, a conclave of rangers lies concealed, their solemn duty vowed to the preservation of peace within the walls, regardless of the means. Ever vigilant against the insidious advance of the scourge, they have honed their inquisitorial craft, recognizing the importance of early prevention of this plague, achieved by finding and interrogating victims, and even potential victims, before signs of sickness manifest themselves.

Although these rangers have been known to serve the clergy and royalty, since the fall of the House of Commons, they are no longer beholden to the fickle desires of any specific lord or lady. Many are now driven by a loftier purpose, one that necessitates the utmost discipline and commitment, for they recognize that if the Scourge is allowed to propagate, it shall wreak havoc upon all they cherish. Yet, some pursue baser ambitions, offering their expertise to those who desire to bend these rangers to their malevolent will, extracting confessions or inflicting retribution upon adversaries. After all, torture, a practice as ancient as the very bedrock of the earth, is a dreadful instrument, potent enough to shatter even the most indomitable of spirits.

In the throes of battle, these rangers bring their torturous expertise with them, employing it with merciless precision to break their enemies, methodically subjecting them to unspeakable agony. They do not recoil from these savage tactics, for they understand that failure means death or a fate grimmer still. They show no mercy to their foes, for they are well aware that none would be extended to them in kind.

Tools of the Trade

Starting at 3rd level, you've learned to interrogate and use implements of torture. You gain proficiency with torture tools and Insight checks, and your proficiency bonus is doubled for any ability check you make that uses them.

Torture Tools

Torturer Techniques

Also at 3rd level, you learn to use techniques. Unlike others who require patience and careful preparation, you employ techniques that are fueled by your magic, letting you make use of torture tools even in the midst of hunts. You can use each technique twice and regain the ability to do so again when you finish a long rest, or when you expend a spell slot of 1st level or higher to reuse it.

Techniques

When you make a melee weapon attack against a creature while you have torture tools in one hand (or a free hand and the presence of torture tools at your disposal, such as strapped around your leg), as part of that attack, you can use a technique to enhance it in some way. You must use the technique before the attack roll is made, and regardless of the outcome, the use or the spell slot is expended. You can only use a technique once per turn, though you can use multiple different techniques in the same turn, and you can only use one technique per attack.

Empowered Techniques

At certain levels in this class, you gain the ability to empower your torturer techniques using magic. When you expend a spell slot to use a technique, you inflict extra damage, and the target suffers a penalty to saving throws it makes against the technique, as shown on the following table. You can't empower a technique using a spell slot of a level you haven't unlocked, even if you have higher level spell slots (e.g., through multiclassing or items).

Empowered Torturer Techniques

Additionally, the first two times you use a technique after you finish a long rest, you can expend a spell slot of 1st level or higher, in which case the technique is empowered as if you had expended a spell slot one level higher (up to a maximum of the highest spell slot you've unlocked).

Saving Throws

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

Technique
  • Techniques
  • At 3rd level, you learn each of the following techniques. At higher levels, these techniques are improved.

  • Combing

    You scrape, tear, and flay the victim's flesh. On a hit, the target takes an extra 1d12 slashing damage.

    Starting at 7th level, if you damage a target two rounds in a row with this technique, it must make a Constitution saving throw against your technique save DC. On a failure, you tear away so much flesh that its body starts to bleed deeply. It takes 1d8 necrotic damage at the start of each of its turns (this damage can't be reduced or ignored in any way) for 1 minute. A bleeding creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Any extra damage from empowering this technique also applies to this necrotic damage. A creature can't suffer multiple instances of this effect at once.

  • Enucleation

    You aim a vicious strike at the target's eye, reducing their vision to a macabre blur. On a hit, the target takes an extra 1d6 of the weapon's damage type and must succeed on a Constitution saving throw or have disadvantage on Perception checks and be blinded beyond 60 feet for 1 minute. Any healing ends this effect. The target can repeat this saving throw with disadvantage at the end of each of its turns, ending the effect on a success.

    Starting at 11th level, if the target fails its saving throw against this technique two rounds in a row, it becomes blinded for 1 minute. Creatures with more than 2 eyes have advantage on this saving throw. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

  • Hamstringing

    You slash at the tendons. On a hit, the target takes an extra 1d8 slashing damage and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of your next turn.

    Starting at 7th level, if the target fails its saving throw against this technique two rounds in a row, you sever its tendons, and its walking speed becomes 0 for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

  • Nerve Scraping

    You damage the target's nerves, causing its body to writhe in pain. On a hit, it takes an extra 1d8 psychic damage. The target must then succeed on a Constitution saving throw or lose its grip on reality, unable to differentiate friend from foe through the veil of pain; until the start of your next turn, it must use its action before moving on each of its turns to make a melee attack against a randomly determined creature within its reach other than itself. If no creature is within its reach, it acts as normal, though still can't discern allies and enemies, and if it makes an attack, it randomly determines a target within its reach or range other than itself.

    Starting at 11th level, if the target fails its saving throw against this technique two rounds in a row, it suffers a −1d4 penalty to its attack rolls and saving throws for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

  • Throat Chop

    You deliver a fierce cleave to the target's throat, severely impairing its ability to breathe and speak. On a hit, the target takes an extra 1d8 bludgeoning damage and can't speak or use the verbal components of spells until the start of your next turn.

    Starting at 11th level, if you hit a target two rounds in a row with this technique, it must make a Constitution saving throw against your technique save DC. On a failure, the pain shocks the target, which becomes stunned until the end of your next turn.

  • Tympanic Rupture

    You slam the target's ears in an attempt to destabilize it. On a hit, the target takes an extra 1d10 bludgeoning damage and must succeed on a Constitution saving throw or become deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Starting at 7th level, if the target fails its saving throw against this technique two rounds in a row, it is disoriented for the duration. While disoriented, the target can't take reactions.

Depraved Mind (Level 7)

By 7th level, you've seen the worst depravities that plague this world and have committed most of them. You are immune to the frightened condition and gain resistance to psychic damage.

In addition, if a creature attempts to read your mind or telepathically talk to you against your will, it must first make a Wisdom saving throw against your technique save DC. On a failure, it witnesses the horrors within your mind and fails to communicate with you, taking psychic damage equal to your level. On a success, it must repeat the saving throw after each minute spent reading your mind or telepathically talking to you against your will.

Veil of Pain (Level 11)

Starting at 11th level, when you damage a creature with your torturer techniques, you can attempt to rattle its mind with the pain. It must succeed on a Wisdom saving throw against your technique save DC or start dissociating your presence, its mind refusing to acknowledge the anguish you are causing it, only perceiving you as a flicker; you become heavily obscured to it for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses when you finish a long rest.

Mental Agony (Level 15)

At 15th level, you know how to cause pain to your quarry both physically and mentally. When a creature that you can see within 60 feet of you that failed its saving throw against one of your torturer techniques since the start of your last turn makes a Wisdom, Charisma, or Intelligence saving throw, you can use your reaction to flourish your blades, smile, or perform a similar terrifying display, imposing a −1d10 penalty to the saving throw. Creatures that are immune to the frightened condition are immune to this effect.

Trailblazer

Trailblazer (Level 3)

Rangers of this archetype have an inexplicable aptitude for wilderness survival and guiding others through it. Those that live amongst others often find easy work as trackers or hired navigators. And while all rangers are known for their huntership, these intrepid explorers remain on the frontier of the unknown, and leave dedicated marks to help others find the way in their wake.

Hunter's Blaze

When you choose this archetype at 3rd level, you learn the hunter's mark spell if you don't already know it. When you cast this spell, you can choose to target a point that you can see with the spell instead. When you do, an obvious blaze appears at the point, such as those you'd see on a wilderness trail. This blaze is called your Hunter's Blaze and remains for the duration of the spell or until you use a bonus action to move it up to 60 feet to another point that you can see. The blaze remains fixed at the point, even if it's suspended in space or if a surface that it appears on moves; you decide the aesthetic and design of the blaze. When you cast hunter's mark to create a Hunter's Blaze, your concentration on the spell can't be ended as a result of taking damage.

Enemy creatures within 10 feet of your Hunter's Blaze are effectively marked by your hunter's mark while they remain within the area. When you roll the damage die for your hunter's mark against a target within the blaze's area, the lowest amount you can roll on the die is equal to your Wisdom modifier. In addition, any difficult terrain within the area of the blaze doesn't impede you or your allies' movement.

The area's size increases as you gain levels in this class: 15 feet (7th level), 20 feet (11th level), and 30 feet (15th level).

Wild Instinct

Also at 3rd level, you have a special reserve of preternatural instinct and cunning that you can draw on to better survive in the wilderness. You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest. Once you reach 15th level in this class, you can use this feature three times between rests.

Hunter's Pursuit

Whenever you make a Wisdom (Survival) check to track a target or navigate, you can expend a use of this feature to roll a die and add the number rolled to the check. The die is equal to the damage die from your hunter's mark spell. You make this decision after rolling the d20, but before you know the outcome of the roll.

Quick Mark

When you roll initiative, you can expend a use of this feature to cast hunter's mark as a reaction, expending a spell slot as normal (unless you have a way to cast it without doing so). You then roll a die equal to damage die from your hunter's mark and add the number rolled to your initiative, even if you choose not to cast the spell.

Unerring Strike

When you miss a creature marked by your hunter's mark spell with an attack roll, you can expend a use of this feature to roll the damage die for the spell and add the result to the attack roll, potentially causing the attack to hit instead. If it hits, you add two of the spell's damage dice to the attack's damage, instead of one.

Warning Signs (Level 7)

By 7th level, your Hunter's Blaze can help your allies brace for danger. Each friendly creature within the area of your blaze (including you) can roll a die and add the number rolled to one Strength, Dexterity, or Constitution saving throw; once a creature rolls this die, it can't do so until the start of your next turn. The die is equal to the damage die from your hunter's mark. The creature can decide to add the die after it makes its roll, but before it knows whether it succeeds or fails.

Emblazoned Strikes (Level 11)

At 11th level, the damage die from your hunter's mark increases to a d8. In addition, the first time each turn that a friendly creature other than you hits a hostile target within the area of your Hunter's Blaze with a weapon attack, that target takes extra damage of the weapon's type equal to the damage die from your hunter's mark.

Natural Pathfinder (Level 15)

Starting at 15th level, you gain a bonus to AC equal to your Wisdom modifier (minimum of +1) against attacks made by creatures within the area of your Hunter's Blaze. In addition, you can use an action to expend a use of your Wild Instinct feature to cast either the commune with nature or find the path spell with the following changes:

  • This version of commune with nature only allows you to choose one of the available facts, instead of three.

  • This version of find the path has a duration of 1 hour, instead of 1 day, and doesn't require material components. You also don't need to be familiar with the location.

Trapper

Trapper (Level 3)

Through careful preparation, trappers can create both physical and magical traps to ensnare, explode, or enrapture those unlucky enough to find themselves in their vicinity Trappers are found in all terrains where there are creatures to be hunted With tact and guile as their companions, a trapper can lay low even the mightiest of prized beasts.

Trapper's Tools

Having learnt how to create traps, you've gained an understanding of how to thwart the traps of others. You gain proficiency with thieves' tools and you add double your proficiency bonus to any ability check you make using those tools to disarm or manipulate a trap.

Trapped Weapons

When you finish a short or long rest, you can augment one weapon or up to twenty pieces of ammunition that you are holding with a concealed, magical augmentation. You decide whether the augmentation deals acid, cold, fire, or lightning damage. The augmentation lasts until you finish a short or long rest.

Once per turn, when you hit a target with a weapon attack using the augmented weapon or ammunition, you can activate the concealed augment (no action required). The target of your attack takes 1d8 extra damage of the associated type. At 11th level, you can augment one additional item or up to 20 additional pieces of ammunition when you finish a short or long rest, and the damage increases to 2d8

Set Trap

At 3rd level, and later at 5th, 9th, 13th, and 17th level, you learn how to make new traps, as detailed on the Trapper Traps table, below. Details of these traps can be found on page 192-194.

{@filter Physical Traps|optionalfeatures|source=|feature type=t:p|miscellaneous=}

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

{@filter Magical Traps|optionalfeatures|source=|feature type=t:m|miscellaneous=}

Immediately after you finish a long rest, you can create magical traps—up to a number equal to your Wisdom modifier (minimum 1)—choosing from the options in the Ranger Traps section. Some of these traps require you to expend spell slots in their creation When you finish a long rest, all undeployed magical traps lose their effects.

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

Trapper Traps
Deploying a Trap

As an action, you can throw a trap you have created to an unoccupied space you can see on the ground within 30 feet of you, where it arms itself at the start of your next turn. A trap deployed in this way is plainly visible to all creatures. Over the course of 1 minute, you can conceal a trap. A concealed trap can be noticed by a creature that uses its action to make a Wisdom (Perception) check against your ranger save DC and succeeds.

Disarming a Trap

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

Trap Effects

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

Trap-Making Materials

1 gp worth of trap-making materials weighs 1 lb.

Tracker (Level 7)

You are an expert at detecting and obscuring tracks. When you make an ability check to find or follow tracks, you can add your proficiency bonus to the result of the check, even if you aren't proficient in the relevant skill. If you are already proficient in the relevant skill, your proficiency bonus is doubled for that check.

Trapper's Avoidance (Level 7)

The merest hiss of escaping air, depression of a tile, or scent of ozone is all the warning you need to avoid traps' effects. When you are subjected to a trap's activation effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, if a trap makes an attack roll against you, that attack roll has disadvantage.

This feature doesn't function against a trap's ongoing effects. For example, you can mitigate the effect of a poisonous cloud as it is being released by holding your breath or covering your skin, but on subsequent rounds, the cloud's saving throw would affect you as normal on a success or failure.

Leave No Trace (Level 11)

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

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

Booby Trap (Level 15)

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

Defibrillate

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

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

Dissolve

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

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

Entomb

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

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

Self-Destruct

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

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

Trophy Hunter

Trophy Hunter (Level 3)

Many rangers steal out into the wilds to slay dire beasts that encroach upon civilization, safeguarding cities and towns from their animalistic fury. But some rangers take this further, obsessing over a single kill at a time and hunting their quarry to the ends of the earth. Archetypal trophy hunters might track any creature, provided that it is as threatening as it is colossal, but are so named for the horns, claws, and teeth they bring back—trophies of a successful hunt.

Visceral Attack

Beginning when you choose this archetype at 3rd level, you can make the most out of a solitary strike. When you deal damage with a weapon attack, you can choose to deal maximum damage with that weapon's damage dice. This ability doesn't apply to additional sources of damage, such as from a rogue's Sneak Attack or the hunter's mark spell.

Once you use this ability, you can't do so again until you finish a short or long rest.

Trophy

At 3rd level, you can draw strength from your defeated enemies. Whenever you slay a Large or larger beast, giant, humanoid, monstrosity, or undead, you can take a body part as a trophy. You do not need to have dealt the killing blow, but you must have dealt damage to the creature during the combat that killed it. Harvesting a body part in this way is a process that takes 1 minute. Over the course of a long rest, you can apply a mixture of herbs and preservatives worth 50 gp to the body part, after which it becomes a trophy.

You can wear one trophy at a time, and when you take a short or long rest, you can change which trophy you are wearing. While wearing a trophy, you gain the following benefits:

  • Creatures of the same type as the trophy are treated as your favored enemy.

  • You gain a +2 bonus to damage rolls you make against creatures of the trophy's type.

  • You gain a +2 bonus to AC and saving throws against the attacks and effects of creatures of the trophy's type.

Starting at 6th level, you can make a trophy from an aberration, celestial, construct, dragon, elemental, or fiend you have slain.

Clever Wrestler (Level 7)

Beginning at 7th level, your experience escaping from gnashing teeth, writhing tentacles, and slashing claws has made you hard to pin down. Whenever you are grappled, you can use a bonus action to end the grapple without making an ability check and move 5 feet without provoking opportunity attacks.

Fell The Leviathan (Level 11)

At 11th level, you are a master of capitalizing on the weaknesses of larger foes. When you take the Attack action on your turn targeting a Large or larger creature, you can make an additional attack.

Masterful Sidestep (Level 15)

At 15th level, you are a blur across the field of battle, avoiding attacks that would slay others. When you are hit by an attack, you can use a reaction to immediately move half your movement without provoking opportunity attacks.

Urban Ranger

Urban Ranger (Level 3)

Urban rangers are less accustomed to nature and the wilds, but to the rooftops and guerilla tactics of city warfare. Training for maneuverability and stealth amongst ruined buildings, and twisting streets, these rangers are at home amongst the ruins and rubble. They are agile runners, skilled snipers, and always able to know where the best vantage points against their enemies are.

Urban Ranger Magic

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

Urban Ranger Spells
Ranger LevelSpells

3rd

feather fall

5th

invisibility

9th

haste

13th

dimension door

17th

animate objects

Gutter Runner

You gain a climb speed equal to your walking speed, and proficiency in the Athletics and Acrobatics skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, when you take the Dash action on your turn, you can move through other creature's spaces without penalty (but not stop there). When you do, your movement doesn't provoke opportunity attacks.

Vantage Point

When you make a ranged weapon attack against a creature, you gain advantage on the attack roll if there are no other creatures within 5 feet of that target, or if you are 20 feet or more above the target and that creature doesn't have cover.

Rooftop Mobility (Level 7)

Your movement speed increases by 10 feet, and you can take the Dash action as a bonus action on your turn. In addition, you have mastered the means to propel yourself forwards and upwards when you move and climb. When you take the Dash action on your turn, your jumping distance increases to match your movement speed.

Perfect Position (Level 11)

When you attack a creature with the benefits of your Vantage Point feature, you deal an additional 2d6 damage to the target, and score a critical hit on a d20 roll of 19-20.

Sitting Duck (Level 15)

Once on your turn, when you hit a creature that did not move on its last turn with a ranged weapon attack, that attack automatically becomes a critical hit.

Urban Soul

Urban Soul (Level 3)

Rangers with an urban soul are equally at ease in cities and towns as in the wilderness. They hone their keen senses and tracking skills to the nuances of urban life. They can read the flow of a crowd, find the best shortcuts, and corner their prey in the darkest of alleys.

One With the City

At 3rd level, you harmonize with the thrum of city life. You halve the cost of living a comfortable, modest, poor, or squalid lifestyle when you spend downtime in a city. You and your group can't become lost in a city except by magical means. If you are traveling in a city alone, you can move stealthily at a normal pace.

In addition, you choose to either learn Thieves' Cant (as per the Rogue feature on page 96 of the Player's Handbook) or gain proficiency in one of the following: Deception, Sleight of Hand, Performance, Persuasion, Thieves' Tools, or one type of musical instrument.

Finally, urban soul rangers have a finger on the pulse of current events. When within a city, you may apply twice your proficiency bonus to Charisma checks to find out information on anything notable or newsworthy in that city (such as in which district a famous noble's estate lies, or where the last in a string of serial murders took place).

Urban Companion

Starting at 3rd level, you gain the loyal friendship of a beast that has adapted to urban life. Choose from any of the following animals: cat, lizard, rat (or mouse), raven (or dove or pigeon), spider, or weasel. This beast is unusually smart for its kind, with an Intelligence of 6, and it can understand one language of your choice that you speak. Additionally, the following numbers in the beast's stat block increase by 1 when your proficiency bonus increases by 1: the beast's AC, listed skill and saving throw bonuses. Lastly, the beast's maximum hit points are now equal to its Constitution modifier + your Wisdom modifier + twice your level in this class, and it has an amount of hit dice equal to your level in this class.

Your companion is friendly to you and your allies, and it always obeys your commands. In combat, it shares your initiative count but 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 an action listed in its stat block, or the Dash, Disengage, Help, Hide, or Search action.

If your companion is ever slain, the magical bond you share allows you to return it to life at the end of a long rest, creating a new body for it. If your companion has died within the last hour, you can use your action to expend a spell slot of 1st level or higher. Your companion returns to life after 1 minute with all its hit points restored, reappearing in an unoccupied space adjacent to you. You can return an animal companion to life in this manner even if you do not possess any part of its body.

At 7th level, your relationship with your companion grows. You can teach it to be proficient in one of the following, as long as you are also proficient in it: Sleight of Hand, Survival, Stealth, or Thieves' Tools. It's total bonus on rolls using its new proficiency is equal to the proficiency's relevant ability modifier + the beast's proficiency bonus (which is +2) + 3. This bonus increases by 1 whenever your proficiency bonus increases by 1 after 7th level.

A companion proficient with thieves' tools takes ten times as long to use them. Further, it must retrieve the tools from your possession in order to use them, as thieves' tools are too large for your companion to carry itself.

Urban Soul Magic

Urban Soul rangers still draw their magic from the wild essence of nature, but for them the hustle and bustle of a metropolis is merely another kind of wilderness. At 3rd, 5th, 9th, 13th, and 17th level, you learn the following spells that don't appear on the ranger spell list. These spells are ranger spells for you, and do not count against your limit of ranger spells known.

Timely Distraction (Level 7)

At 7th level, your urban companion can use its reaction to distract a creature within 5 feet of it when the creature makes an attack roll against you or your allies. If it does so, your companion imposes disadvantage on the creature 's attack roll, then immediately moves up to half its speed without provoking an opportunity attack from the creature. This reaction and movement takes place before the creature's attack.

Street Justice (Level 11)

When you reach 11th level, you may use your reaction to make an opportunity attack when an opponent you can see attacks you or one of your allies. Your opportunity attack occurs before the attack that triggers it.

Hard Boiled (Level 15)

Starting at 15th level, you can easily shake off effects that control your mind. If you fail a Wisdom, Intelligence, or Charisma saving throw against a spell or effect, you automatically succeed your next save against the spell or effect if it grants one.

Vampire Slayer

Vampire Slayer (Level 3)

Vampire slayers wander the forests, hills and mountains of the Blood Kingdom, protecting the Common folk who live in farming villages and remote cabins on the edge of civilisation from creatures of the night. Moving unseen through the Woodlands, your specialised Training allows you to hunt vampires, Ghouls, werewolves, and other foul Monsters that prey on the innocent. Although you are most at home in the Wilderness, as your experience grows, your attention might turn to the ruthless Elders who rule the baronies of Morgau from their dark keeps and sprawling manors.

The Vampire slayer archetype is a variant of the Hunter archetype. It follows all the standard rules for hunters except as noted below.

Favored Enemy

You must choose undead as your favored enemy type at 1st level. At 6th and 14th level, you can choose freely from the standard list, and can also select hags or lycanthropes as an alternative.

Hunter's Prey (Level 3)

3rd-level Vampire Slayer feature

At 3rd level, you can choose the following feature in place of Colossus Slayer, Giant Killer, or Horde Breaker:

Empowered Strike Your expertise in fighting undead and lycanthropes allows you to harm them even when you're not wielding a magical weapon. When fighting a creature that has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, you can ignore this resistance once per turn when you hit successfully with your nonmagical weapon. If you are wielding a magical weapon, the creature takes an extra 1d8 damage from one of your successful attacks per turn.

Defensive Tactics (Level 7)

7th-level Vampire Slayer feature

At 7th level, you can choose the following feature in place of Escape the Horde, Multiattack Defense, or Steel Will.

Ranger's Resilience. You have advantage on saving throws against paralysis and effects that reduce your hit point maximum.

Slayer's Strike (Level 11)

11th-level Vampire Slayer feature

At 11th level, you can choose the following feature in place of Volley or Whirlwind Attack.

Straight Through the Heart. When you use an attack action, you can choose to make a single melee attack against a favored enemy in an effort to strike a vulnerable spot. If the attack hits, it deals an extra 6d6 damage.

Superior Hunter's Defense (Level 15)

15th-level Vampire Slayer feature

At 15th level, you can choose the following feature in place of Evasion, Stand Against the Tide, or Uncanny Dodge.

Greater Resilience. You have advantage on saving throws against the spells and abilities of your favored enemies.

Vermin Lord

Vermin Lord (Level 3)

Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them in their efforts to stem a greater evil. 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 vermin kin.

Vermin Lord Magic

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

Vermin Lord Spells
Ranger LevelSpell

3rd

consumption

5th

animal messenger

9th

flash fever

13th

freedom of movement

17th

contagion

Verminkin

At 3rd level, you can comprehend and verbally communicate with vermin (mice, rats, and other rodents determined by your DM).

Additionally, you can use an action and expend a spell slot to summon rodent hordes. When you do, you summon a number of swarms of vermin equal to the level of spell slot expended. Each swarm is summoned to a space you can see within 30 feet. This feature recharges after a short or long rest.

Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarms flee the area and disperse after 1 minute.

Septic Strikes

At 3rd level, you leave a septic filth behind to fester in the wounds caused by your and your verminkin's attacks. As a bonus action, you can choose any number of creatures within 60 feet of you that took damage from a weapon attack made by you or your swarm of vermin this turn. Chosen creatures take 1d4 necrotic damage.

Filth and Fortitude (Level 7)

By 7th level, the time you've spent with plaguebearing rodents has rendered you immune to disease. Additionally, you gain proficiency with Constitution saving throws.

Infectious Spread (Level 11)

At 11th level, when you use your bonus action to deal the damage granted by your Septic Strikes feature, each creature that takes damage must make a Constitution saving throw with a DC equal to your ranger spell save DC. On a failure, the creature becomes poisoned until the start of your next turn.

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

Strength of the Swarm (Level 15)

At 15th level, while you have a swarm of vermin summoned with your Verminkin feature, you can call on your rodent minions for defense. When you take damage while one or more of your swarms of rats are within 5 feet, you can use your reaction and choose one of those swarms to take the damage instead.

Versatilist

Versatilist (Level 3)

The two classic expressions of a ranger are the close combatant, flurrying through combat with a weapon clutched in each hand, and the pinpoint sniper, dealing death with each loosed arrow. Yet a small number of rangers refuse to specialize into one of these camps, and instead perfect the art of balancing both styles in a fierce amalgamation of lethal fury.

Additional Fighting Style

Beginning when you choose this archetype at 3rd level, you gain the Archery fighting style or the Two-Weapon fighting style.

Versatile Combatant

Starting at 3rd level, your mix of fighting styles provides the following benefits:

  • When you engage in two-weapon fighting, you can make an attack with a ranged weapon as the second attack.

  • You do not have disadvantage when you make a ranged attack within 5 feet of a hostile creature.

  • On your turn, you can draw and stow a number of weapons up to your Dexterity modifier.

Sure-Footed (Level 7)

By 7th level, when you are prone, standing up uses only 5 feet of your movement. Additionally, your base walking speed increases by 5 feet.

Adaptable Assault (Level 11)

At 11th level, when you use your Attack action to make one light melee weapon attack and one ranged attack, you can make one additional attack with a light or ranged weapon.

Flexible Defense (Level 15)

Your flexible fighting style makes you challenging to predict. By 15th level if a creature attacks you and does not have advantage on the attack roll, you can use your reaction to increase your armor class for the attack by your Dexterity modifier.

Vigilante

Vigilante (Level 3)

When evildoers run rampant and the city calls out for justice, vigilantes rise to the occasion. Clad in larger-than-life personas, capped off with capes, masks, pairs of tights, or some combination thereof, vigilantes embark on a crusade against villainy in all its forms. Many vigilantes are beacons of hope, dispatching foes with fighting prowess and dramatic flair, while others paint themselves as brooding anti-heroes, out for themselves and seeking some kind of vengeance against the criminal underworld.

Heroic Magic

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

Masked Persona

At 3rd level, you assume a costumed alter ego to conceal your identity as a crime fighter. While wearing a mask or costume, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.

d8Costume

1

Domino mask

2

Animal gimmick

3

Embarassingly tight spandex

4

An accessory, such as a pair of spectacles, which doesn't adequately conceal your face

5

Pots and pans, which make you look like an iron golem

6

Nothing, sans one article of clothing for modesty

7

Normal clothing in bright hues

8

Dramatic cape and cowl

Hand-To-Hand

At 3rd level, you have learned to fight using nothing but your bare hands and an array of "Pows" and "Blams." You gain the following benefits while you are unarmored or wearing only light armor:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

  • Your unarmed strikes deal improved damage, and further improve as you gain levels in this class, as shown on the Unarmed Damage table below.

  • When you hit a creature with an unarmed strike, you can use your bonus action to add an extra unarmed strike damage die to the damage roll.

Unarmed Damage
Ranger LevelUnarmed Strike Damage

3rd

1d6

5th

1d8

11th

1d10

17th

1d12

Starting at 7th level, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Flashbang (Level 7)

Starting 7th level, you carry a number of flashpaper bombs for quick escapes and dramatic entrances. As a bonus action, you throw a concussive bomb at your feet, disorienting and distracting nearby foes. Each creature within 5 feet of you can't take reactions until the start of its next turn.

Biff! Bam! Pow! (Level 11)

Beginning at 11th level, you can unleash a barrage of punches in the name of justice! Whenever you make an unarmed strike on your turn, you can choose to make two unarmed strikes with disadvantage. These attacks always have disadvantage, regardless of circumstance.

Catchphrase! (Level 15)

By 15th level, your personal catchphrase has gained supernatural levels of cultural cache. You can utter your catchphrase whenever you hit a creature with an attack roll, beat a creature in an opposed Strength, Dexterity, or Constitution check, or when you succeed on a saving throw. Until the start of your next turn, you have resistance to all damage and can add your Wisdom modifier to damage rolls.

Once you use this ability, you can't use it again until you score a critical hit or finish a short or long rest.

Warden Conclave

Warden Conclave (Level 3)

As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, these rangers are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Wardens use the power of their martial skill to shield their allies from harm, and summon the primal spirits of nature within themselves to increase their ferocity and tenacity.

Warden Conclave Spells
Ranger LevelSpells

3rd

speak with animals

5th

find steed

9th

conjure animals

13th

guardian of nature

17th

wrath of nature

Primal Shift

Starting at 3rd level, as a bonus action, you conjure a nature spirit to alter your physical form to gain different characteristics. When you use this ability, you can choose one of the following effects. This transformation lasts for 1 minute, until you die, or until you end it as a bonus action. Once you transform in this manner, you cannot do so again until you finish a short or long rest.

Form of the Relentless Panther

You take on the bestial fangs, sleek fur, and grace of a panther.

While you are in this form your leaps and vicious strikes become like the panther. Your jump height and distance are doubled unless they were already increased by a magical effect.

In addition, your teeth grow into sharp fangs, which are a natural weapon that you can use to make unarmed strikes. Your fangs deal piercing damage equal to 1d6 + your Strength or Dexterity modifier instead of the bludgeoning damage normal for an unarmed strike. Whenever you make a long jump of at least 10 feet and land within 5 feet of an enemy creature, you can use your bonus action to make one unarmed strike against that creature.

Form of the Swamp Serpent

You take on the scaly skin of a poisonous snake, granting your attacks a magical poison.

While you are in this form, your scales allow you to move up trees and through water with ease. You gain a swimming speed and climbing speed equal to your walking speed.

In addition, once per round when you roll damage for a weapon attack you can add 1d8 poison damage to the roll.

Form of the Thunder Ram

You grow faster and mightier, manifesting horns and hooves like a ram.

While you are in this form, your walking speed increases by 10 feet, and you ignore difficult terrain made of stone, even that caused by magic.

In addition, your strength allows you to push your foes around the battlefield. Once per turn when you hit a huge or smaller creature with a melee weapon attack, you can force that creature to make a Strength saving throw or be pushed up to 10 feet away from you in a straight line.

Form of the Winter Wolf

You take on the white hair and glinting eyes of the winter wolf while a ring of frost covers the ground.

While you are in this form the ground in a 10-foot radius around you is covered in ice, which is difficult terrain for creatures other than you. The radius moves with you. While you are encased in ice, the radius increases to 20 feet.

In addition, as an action, you can encase yourself in a block of ice. You gain temporary hit points equal to twice your ranger level. You can end this effect as a bonus action. While any of these temporary hit points remain you are encased in a block of ice-- you cannot take actions other than ending the effect and your movement speed is reduced to 0.

Wild Defender (Level 7)

Starting at 7th level, you become a protector of the wild and all her creatures. Whenever an enemy within your reach attacks a creature other than yourself, before the attack is rolled you can use your reaction to immediately make one melee weapon attack against that enemy. If your attack hits, you can impose disadvantage on the enemy's attack roll.

Primal Attunement (Level 11)

Starting at 11th level, your spirit and that of the primal animals becomes intermingled. Your Primal Shift feature can be used twice, and you regain any expended uses when you finish a short or long rest. You can only gain the benefits of one transformation at a time.

Font of Resilience (Level 15)

At 15th level, you are empowered with the steadfast resilience of nature. At the start of each of your turns, you can repeat the saving throw against a single effect you are currently afflicted by, ending the effect on a successful saving throw.

Wasteland Strider

Wasteland Strider (Level 3)

A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them ... you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors.

Chaotic Strikes

When you choose this archetype at 3rd level, you've learned to channel the unpredictable energies of magical wastelands into your weapon attacks. You can use a bonus action to imbue your weapon with chaotic energy for 1 minute. Roll a d8 and consult the Chaotic Strikes table to determine which type of energy is imbued in your weapon. While your weapon is imbued with chaotic energy, it deals an extra 1d4 damage of the imbued type to any target you hit with it. If you are no longer holding or carrying the weapon, or if you fall unconscious, this effect ends.

Chaotic Strikes
d8Damage Type

1

Fire

2

Cold

3

Lightning

4

Psychic

5

Necrotic

6

Poison

7

Radiant

8

Force

Wasteland Strider Magic

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

Wasteland Strider Spells
Ranger LevelSpells

3rd

protection from the void*

5th

calm emotions

9th

dispel magic

13th

banishment

17th

hold monster

Stalwart Psyche (Level 7)

Starting at 7th level, you have learned to guard your mind against the terrors of the unknown and to pierce the illusions of the otherworldly creatures that lurk in the wastelands. You have advantage on saving throws against being charmed or frightened and on ability checks and saving throws to discern illusions.

Call the Otherworldly (Level 11)

At 11th level, you've gained some control over otherworldly beings. You can use an action to summon a fiend or aberration with a challenge rating of 2 or lower, which appears in an unoccupied space that you can see within range. It disappears after 1 hour, when you are incapacitated, or when it is reduced to 0 hit points.

The otherworldly being is friendly to you and your companions. In combat, roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the otherworldly being, it attacks the creature you are attacking, or defends itself from hostile creatures if you aren't attacking a creature, but otherwise takes no actions.

Once you use this feature, you can't use it again until you finish a short or long rest. When you reach 17th level in this class, you can summon a fiend or aberration with a challenge rating of 5 or lower with this feature.

Dimensional Step (Level 15)

At 15th level, you have learned to slip briefly between worlds. You can cast the dimension door spell without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Wasteland Wanderer

Trail of Trouble (Level 7)

Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores to detect the presence of secret doors and traps.

Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest.

Shared Succor (Level 11)

At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier.

Safety in Numbers (Level 15)

At 15th level, you gain the ability to use an enemy's momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack's damage and you can make a special weapon attack as part of the same reaction. You have advantage on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn.

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.

Wasterider

Wasterider (Level 3)

In the vast expanses of sand, ash, and silt, there is no cover to be had nor shelter to be found. In places such as these, it isn't the capacity to hide amongst the sand that leads to survival, but rather the ability to traverse vast distances quickly and safety, and for that there are few things better than a mount.

Many can claim to have ridden the gruesome and alien beasts that roam the ravaged wastes, but as a Wasterider Ranger, you have formed a true bond with your mount and work with them to navigate the hellish wastelands you hail from.

Mounted Tactics

At 3rd level, you gain a level of understanding regarding how to protect your mount and use them in combat.

When mounted, if your mount is targeted by a weapon attack, you can use your reaction to attempt to deflect the blow. Roll a d10 and add your attack modifier; subtract this from the damage taken.

As part of a short rest, you can heal your mount a number of hit points equal to your Ranger level, in addition to any hit points regained as part of the short rest by expending hit die.

Wasteland Mount

At 3rd level, as part of a long rest, you can summon a friendly wasteland mount. You must have access either to a natural region or alternatively a location where mounts are kept. You choose between summoning a Bugcat or a Spitlizard.

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

Bugcat Companion

Spitlizard Companion

In combat, the mount 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 mount can take any action of its choice, not just Dodge.

[...] mount for the purposes of mounted combat.}

The mount remains until it is reduced to 0 hit points, until you use this feature to summon a mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

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

Helviti Manoeuvres (Level 7)

At 7th level, you gain the following abilities, derived from tactics developed to survive and make the most of an animal bond in harsh environments:

Ramming Speed

When mounted, if your mount takes the Dash action whilst you are mounted on them and moves at least 20 ft., your next successful melee attack on that turn will do an additional amount of bludgeoning damage equal to your ranger level.

Fang Ritual

By expending a spell slot, you can grant your mount a bonus to melee attack damage equal to the level of the spell slot used for an hour. In addition, their melee attacks count as magical for the purposes of overcoming resistance.

Bonded

When mounted, if you or your mount regains hit points, the other regains a number of hit points equal to your proficiency modifier.

Brutal Companionship (Level 11)

At 11th level, if you are below half of your hit point maximum, your mount gains a bonus to hit and to damage equal to half your ranger level, rounded up. In addition, if your mount is within 15 ft. of you, you gain advantage on death saving throws.

Killer Beastrider (Level 15)

At 15th level, when you or your mount reduces a creature to 0 hit points or rolls a critical hit whilst you are mounted, you and your mount gain resistance to bludgeoning, slashing, and piercing damage until the end of your next turn and advantage on attack rolls until the end of your next turn.

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.

Wave Guard Spells
Ranger LevelSpells

3rd

Shield

5th

Alter Self

9th

Tidal Wave

13th

Watery Sphere

17th

Summon Elemental

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.

Extra Attack (Level 5)

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

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 Trapper (Level 3)

Winter Trappers are masters of control and keep both their adversaries and quarries helpless and at bay. Originating from the Everglacier, these trained hunters are experts at staying upright when others would surely fall, and have learned how to use magic and acrobatics to keep both themselves and their allies out of harm's reach.

Winter Trapper Magic

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

Winter Trapper Spells
Ranger LevelSpells

3rd

expeditious retreat

5th

mirror image

9th

sleet storm

13th

hallucinatory terrain

17th

mislead

Pin Down

At 3rd level, you learn how to keep your prey exactly where you want them. Once on each of your turns when you make a weapon attack, you can attempt to pin down that target. You make this choice before rolling the attack. If it hits, the target takes an extra 1d8 damage of the weapon's type and its speed is reduced by 10 feet until the start of your next turn.

When you reach 11th level in this class, the extra damage increases to 2d8, and if the attack hits, the target also can't take reactions until the start of your next turn.

Sure-Footed (Level 7)

By 7th level, you know how best to keep your footing. While you're not incapacitated, you can't be knocked prone.

In addition, your archetype's wintry history grants you additional benefits. You ignore difficult terrain created by ice or snow, and you have advantage on Dexterity (Stealth) checks while in icy or snowy terrain.

Helpless Prey (Level 7)

Also at 7th level, attacking a prone creature doesn't impose disadvantage on your ranged attack rolls.

Magic Snare (Level 11)

At 11th level, you've learned how to quickly set undetectable magical traps. You can imperceptibly create one of these magical snares in the ground at your feet as a bonus action on your turn. The first Large or smaller creature other than you that steps in that space within 1 minute must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d8 piercing damage and has its speed reduced to 0 until the end of its current turn, as the ground opens up and clamps down on it. On a successful save, a creature takes half as much piercing damage, and its speed is unaffected.

When you create a snare, you can designate any creatures you choose, and the trap ignores them. A creature that can see invisible creatures and objects (such as one benefiting from see invisibility or truesight) can see these traps. 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.

Tripped Defenses (Level 15)

At 15th level, you have learned to use a creature's mistakes against them. When a Large or smaller creature within 5 feet of you that you can see misses you with an attack, you can use your reaction to knock that creature prone. When you do, you can make either one weapon attack against that creature or move up to half your speed immediately after its attack.

Witch Hunter

Witch Hunter (Level 3)

You are a ranger who has devoted their life to rooting out witches and those who would wield magic for sinister and selfish means. As one who has trained in ways to both track and defend against these abhorrent spellcasters, a Witch Hunter is a master at fighting against witches and their magical techniques.

Witch Hunter Magic

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

Inquisitor's Quarry

Starting at 3rd level, you can mark a target as your main quarry, heightening your abilities against them. You can use a bonus action to designate a creature that you can see within 30 feet of you as your Inquisitor's Quarry, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated. Until this effect ends, the following conditions apply:

  • You gain a bonus to saving throws against spells from a creature affected by Inquisitor's Quarry equal to your Wisdom modifier (minimum of 1).

  • The first time each turn that you hit the target with a weapon attack, you can force the target to make a Wisdom saving throw. On a failed save, the target has disadvantage on the next spell attack that it makes.

  • You cannot be frightened or possessed by the target while you are conscious.

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

Bonus Proficiencies

At 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Improved Favored Enemy

Starting at 3rd level, your dedication to hunting witches has given you greater knowledge about their methods. You gain humanoid as additional favored enemy, and it does not count against your total number of favored enemies.

Additionally, you are no longer bound to choose between two humanoid races, and can apply this favored enemy to any humanoid that has either the Spellcasting or Pact Magic feature.

Experienced Hunter (Level 7)

By 7th level, your experiences have hardened your will and heightened your awareness. You have advantage on saving throws against being charmed, and you can no longer be surprised.

Additionally, you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of 1).

Dispelling Strike (Level 11)

At 11th level, you have learned how to render magical effects useless. Once per turn when you hit a creature that is under the effects of a spell or other magical effect with a weapon attack, you can make a Wisdom check. The DC equals 10 + the spell or magical effect's level. On a successful check, any spell or magical effect affecting the creature ends.

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

Witch Hunter's Resolve (Level 15)

At 15th level, your resolve and willpower pushes you to fight on. When a spell or other magical effect reduces you to 0 hit points but does not kill you outright, you can instead drop to a number of hit points equal to your ranger level, and until the end of your next turn, you have advantage on saving throws against spells and other magical effects.

Once you use this feature, you cannot do so again until you finish a long rest.

Wolf Rider

Wolf Rider (Level 3)

In the deep snow-covered forests, the clan of the Whar has existed since Grimnir's founding. Decades ago, though capable sailors, their skill in battle shone brightest when astride the great horses that formed their cavalry. For generations they were unstoppable, though many credited their worship of the goddess, Hel, for their successes. They were feared, both among the raiders and the other peoples of the world.

Yet over the past few generations their victories have dwindled, as has their numbers. Feeding their herds became impossible and many of their youth found their way to sea, to other clans. They eventually lost their seat in the inner council.

But change is afoot in the world of Grimnir again. And it all began with the wolves. These creatures, mere legends from the Lost Lands, have reappeared, gifted, so it appears, by the Lady of the Underworld to her most faithful of worshippers, the Whar. The wolves have upset the existing clan hierarchy because those the wolves select as partners are instantly elevated in the clan leadership. Newer voices are being heard, as these wolfriders take their place.

"The wolf decides," is a saying often uttered. You, as a wolf rider, seek glory for a reemerging Whar clan, and desire to honor Hel, the Lady of the Underworld, with heroic deeds. You are part of a pack, destined to never fight alone.

Wolf Companion

At 3rd level, a young grimnir wolf companion finds you. Within 2 hours of entering a forest, the wolf will emerge and after a short rest, you may bond to it.

The wolf obeys your commands to the best of its abilities and acts on your initiative in combat. It can move on its own and take reactions but can only take an action if you use a bonus action to command it (see the Bonded ability, below). If you are incapacitated, the wolf can use actions to defend you.

Your wolf uses its stat block but has hit points equal to 15 plus 5 (1d10) per ranger level, and adds your proficiency bonus to its armor class, saving throws, and attack rolls. The wolf will regain any lost hit points during a long rest. If your wolf is ever slain, you must use a long rest, in a forested area, and a new wolf will find you.

For purposes of the wolf's pack tactics ability, only you count as the wolf's ally. The wolf also gains the benefits of your land's stride ability and can move stealthily at a normal pace when traveling within ten feet of you.

Bonded

Your wolf and you share a limited telepathy, with a range of 120 feet and it can communicate its feelings and intent to you. Using a bonus action, you can command your wolf to take the following actions:

  • Any action on its stat block.

  • The attack, disengage, dash, or hide action.

  • The dodge action. Attack rolls against you are now made with disadvantage until the start of your next turn (as long as the wolf remains within 10 feet of you.) You also gain advantage on attack rolls.

  • The help action. When you command your wolf to use a help action to assist you in combat against a specific creature, you improve your chance of scoring a critical hit. A 19 or 20 on an attack roll is now a critical hit.

  • Special abilities, as described below.

Woodland Rider (Level 5)

At 5th level your wolf grows into an adult grimnir wolf and can now be used as a mount (and does not require a saddle). The time spent training together has also made the two of you more effective in combat. While within 5 feet of one another you both gain a bonus of +1 to AC (as long as neither is incapacitated). Additionally, while mounted, the following benefits apply:

  • As a reaction, you may force an attack directed at your wolf to be an attack against you instead.

  • Your wolf will not take damage when it makes a successful Dexterity save against an attack that normally would halve the damage on a success. Even if the save is failed the mount only takes half damage.

  • Mounting or dismounting costs 10 feet of movement (not half your speed) and you have advantage to avoid falling off your mount.

  • You and the mount have advantage on saving throws against being frightened.

Pack Leader (Level 7)

At 7th level your training continues. Your wolf and you become more adept at fighting together. You have the following bonus actions:

  • Wall of Fur. Use your wolf to grant you full cover. Any hit that would normally hit you (i.e., if you did not have the benefit of cover), hits the wolf instead, as long as it remains within 5 feet of you.

  • Combat Assist. Your wolf uses its help action to assist you in combat and, if you hit, the wolf may use its reaction for a free bite attack.

  • Near Shot. You do not suffer disadvantage on ranged weapon attacks, even when within 5 feet of an opponent (as long as your wolf is within 10 feet of the target.)

Dangerous Beast (Level 11)

At 11th level your wolf grows into a grimnir frost wolf or grimnir forest wolf (your choice).

Lethal Pack. If your wolf is helping you in combat, your chance to score a critical hit improves to a roll of 18 or higher. Alternatively, if you instead use your help action to help the wolf fight, your wolf scores critical hits on a roll of 18 or higher (as long as it is within 5 feet of you).

Defend the Pack (Level 15)

Starting at 15th level, if you or your wolf kills an enemy, you may move up to half your movement (even if you have already moved) and use your reaction to attack another target within range.

Wolf Rider

Wolf Rider (Level 3)

In the deep snow-covered forests, the clan of the Whar has existed since Grimnir's founding. Decades ago, though capable sailors, their skill in battle shone brightest when astride the great horses that formed their cavalry. For generations they were unstoppable, though many credited their worship of the goddess, Hel, for their successes. They were feared, both among the raiders and the other peoples of the world.

Yet over the past few generations their victories have dwindled, as have their numbers. Feeding their herds became impossible and many of their youth found their way to sea, to other clans. They eventually lost their seat in the inner council.

But change is afoot in the world of Grimnir again. And it all began with the wolves. These creatures, mere legends from the Lost Lands, have reappeared. Gifted, so it appears, by the Lady of the Dead to her most faithful of worshipers, the Whar. The wolves have upset the existing clan hierarchy because those the wolves select as partners are instantly elevated in the clan leadership. Newer voices are being heard, as these wolf riders take their place.

"The wolf decides," is a saying often uttered. You, as a wolf rider, seek glory for a re-emerging Whar clan, and desire to honor Hel, the Lady of the Dead, with heroic deeds. You are part of a pack, destined to never fight alone.

Wolf Companion

At 3rd level, a young Grimnir wolf companion finds you. The wolf obeys your commands to the best of its abilities and acts on your initiative in combat. It can move on its own and take reactions but can only take an action if you use a bonus action to command it (see the Bonded ability, below). If you are incapacitated, the wolf can use actions to defend you.

Your wolf uses its stat block but has hit points equal to 15 plus 5 (1d10) per ranger level, and adds your proficiency bonus to its Armor Class, saving throws, attack rolls, and damage rolls. The wolf will regain any lost hit points during a short or long rest. If your wolf is ever slain, you must bury it as soon as is convenient. It emerges from the grave, restored to full health, after you finish a long rest.

For purposes of the wolf's Pack Tactics ability, only you count as the wolf's ally. The wolf also gains the benefits of your Land's Stride ability and can move stealthily at a normal pace when traveling within 10 feet of you.

Bonded

At 3rd level, your wolf and you share a limited telepathy, with a range of 120 feet and it can communicate its feelings and intent to you. Using a bonus action, you can command your wolf to take the following actions:

  • The Attack, Disengage, Dash, or Hide action.

  • The Dodge action. In addition to its usual effects, when your wolf takes the Dodge action, it helps to confuse opponents attacking you. Any attack rolls against you are now made with disadvantage until the start of your next turn (as long as the wolf remains within 10 feet of you).

  • The Help action. When you command your wolf to use a Help action to assist you in combat against a specific creature, you improve your chance of scoring a critical hit. Any roll of 18 or higher is now a critical hit.

  • Actions from special abilities, as described below.

Woodland Rider (Level 5)

At 5th level your wolf grows into an adult Grimnir wolf and can now be used as a mount (and does not require a saddle). The time spent training together has also made the two of you more effective in combat. While within 5 feet of one another you both gain a bonus of +1 to AC (as long as neither is incapacitated). Additionally, while mounted, the following benefits apply:

  • Whenever an attack misses you or your wolf, you or your wolf can use a reaction to move the wolf up to half its speed without either of you provoking an attack of opportunity.

  • Mounting or dismounting costs 10 feet of movement (not half your speed) and you have advantage to avoid falling off your mount.

  • You and the wolf have advantage on saving throws against being frightened.

Pack Leader (Level 7)

At 7th level your training continues. Your wolf and you become more adept at fighting together. Your wolf's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also have the following new bonus actions:

  • Wall of Fur
  • Combat Assist
  • Near Shot

Dangerous Beast (Level 11)

At 11th level your wolf grows into a Grimnir frost wolf or Grimnir forest wolf (your choice).

Lethal Pack

If your wolf is using its Help action to aid you in combat, your chance to score a critical hit improves to a roll of 17 or higher. Alternatively, if you instead use your Help action to help the wolf fight, your wolf scores critical hits on a roll of 15 or higher.

Defend the Pack (Level 15)

Starting at 15th level, if you or your wolf scores a critical hit against an enemy, you may move up to half your movement and use your reaction to attack another target within range. This feature does not expend your movement.

Wrangler

Wrangler (Level 3)

While all rangers have some degree of skill with all animals, Wranglers take great pride in their beast taming capabilities. With deep insights into the behavior and motivations of both wild animals and monsters, Wranglers are capable of taming, controlling, and befriending all sorts of fantastical animals.

These wild and rugged rangers are always on the lookout for strange and exotic monsters to befriend and tame.

Monster Tamer

When you adopt this Archetype, you gain exceptional insight into wild animals. At 3rd level you gain the following benefits:

  • You gain proficiency in Animal Handling, and you add double your proficiency bonus to your Wisdom (Animal Handling) checks. If you are already proficient in Animal Handling you gain proficiency in Nature or Survival.

  • Your weapon attacks against beasts and monstrosities score a critical hit on a roll of 19 or 20 on the d20.

  • You have advantage on Strength (Athletics) checks to grapple, climb, or wrestle beasts and monstrosities.

  • Any enchantment spell you know that can target a humanoid can also target beasts and monstrosities.

Wrangler Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don't count against your total number of Spells Known.

Wrangler's and Sidekicks

Tasha's Cauldron of Everything provides rules for sidekicks, allowing creatures to gain simple class features. If your Wrangler is especially dedicated to training a particular beast or monster, consider allowing them to make use of these optional rules.

Bring to Heel (Level 7)

You can bend creatures of the wild to your will. Beginning at 7th level, when a beast or monstrosity that is charmed by you makes a saving throw to end its charmed condition, you can impose disadvantage on its saving throw as a reaction.

You can also command the monsters you tame. Any beast or monstrosity charmed by you acts during your turn for the duration of your charm, and if you are within 30 feet and the creature can hear you, you can use your action to command it to take one of the actions from its stat block.

Improved Monster Tamer (Level 11)

Your wrangling skills go beyond those of needed for beasts and monstrosities. Upon reaching 11th level, your Wrangler features can now affect any celestial, dragon, fey, fiend, giant, plant, or ooze, in addition to beasts and monstrosities, with an Intelligence score less than or equal to your ranger level.

Also, you can command any beast or monstrosity charmed by you to take an action from its stat block as a bonus action.

Wrangler of Legends (Level 15)

Once you charm a creature, there is little it can do to escape. Starting at 15th level, enchantment spells you cast on beasts and monstrosities last until your concentration is broken.

Short and long rests don't break your concentration on enchantment spells you cast on beasts or monstrosities.