SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

STR , DEX

Ranger

Spell Slots per Spell Level

Niveau Proficiency Bonus Eigenschappen 1st 2nd 3rd 4th 5th
1 + 2 Animal Empathy Ranger of the Wild 0 0 0 0 0
2 + 2 Animal Empathy Ranger of the Wild 2 0 0 0 0
3 + 2 Animal Empathy Ranger of the Wild 3 0 0 0 0
4 + 2 Animal Empathy Ranger of the Wild 3 0 0 0 0
5 + 3 Animal Empathy Ranger of the Wild 4 2 0 0 0
6 + 3 Animal Empathy Ranger of the Wild 4 2 0 0 0
7 + 3 Animal Empathy Ranger of the Wild 4 3 0 0 0
8 + 3 Animal Empathy Ranger of the Wild 4 3 0 0 0
9 + 4 Animal Empathy Ranger of the Wild 4 3 2 0 0
10 + 4 Animal Empathy Ranger of the Wild 4 3 2 0 0
11 + 4 Animal Empathy Ranger of the Wild 4 3 3 0 0
12 + 4 Animal Empathy Ranger of the Wild 4 3 3 0 0
13 + 5 Animal Empathy Ranger of the Wild 4 3 3 1 0
14 + 5 Animal Empathy Ranger of the Wild 4 3 3 1 0
15 + 5 Animal Empathy Ranger of the Wild 4 3 3 2 0
16 + 5 Animal Empathy Ranger of the Wild 4 3 3 2 0
17 + 6 Animal Empathy Ranger of the Wild 4 3 3 3 1
18 + 6 Animal Empathy Ranger of the Wild 4 3 3 3 1
19 + 6 Animal Empathy Ranger of the Wild 4 3 3 3 2
20 + 6 Animal Empathy Ranger of the Wild 4 3 3 3 2

Klassespreuken

Ranger (PHB)

Klasse-eigenschappen

Niveau 1

Animal Empathy
Ranger of the Wild

Niveau 10

Evasion
Natural Explorer

Niveau 11

Ranger Path feature

Niveau 12

Ability Score Improvement

Niveau 13

Herbal Remedies Improvements

Niveau 14

Rugged Authority
Animal Empathy Improvement
Ranger of the Wild Improvement

Niveau 15

Ranger Path feature

Niveau 16

Ability Score Improvement

Niveau 18

Feral Senses

Niveau 19

Ability Score Improvement

Niveau 2

Fighting Style
Spellcasting
Herbal Remedies

Niveau 20

Ranger Path feature

Niveau 3

Ranger Path
Wilderness Guide

Niveau 4

Ability Score Improvement

Niveau 5

Martial Instincts

Niveau 6

Rugged Endurance
Animal Empathy Improvement
Ranger of the Wild Improvement

Niveau 7

Ranger Path feature

Niveau 8

Ability Score Improvement

Caster-voortgang

Caster-voortgang: 1/2

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Klasse-eigenschappen

Animal Empathy (Level 1)

Though many learn to handle pets and train animals, rangers have a special bond with wild beasts that far surpasses even the most talented of mundane trainers.

You can spend a short or long rest interacting with a willing beast of challenge rating 1/4 or lower to create a temporary bond of friendship with it. Until you use this feature on another beast, you can communicate simple ideas with the animal and understand its responses. It will follow you as a companion and attempt to carry out your instructions to the best of its ability, but may leave if mistreated. In combat, the beast acts on your turn, but will always attempt to disengage, dodge, help, or hide. It has not yet learned to attack on your command, but can make attacks of opportunity.

While bonded with you, it adds your proficiency bonus to its attacks, damage, AC, and any saving throws or skills in which it is proficient. It gains a number of extra hit dice equal to your ranger level and increases its hit point maximum accordingly.

Once you have bonded with a creature in this manner, you can't do so again until you finish a long rest.

The maximum challenge rating of the beast increases to 1/2 when you reach 6th level, and to 1 when you reach 14th level.

Evolving Companion

Ranger of the Wild (Level 1)

Your time in the wilderness has honed your survival skills. You gain the following features:

  • Forager

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

  • Strider

    Moving through nonmagical difficult terrain costs you no extra movement.

  • Tracker

    Whenever you make a Wisdom (Survival) check to track creatures, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also learn their exact number, their sizes, and how long ago they passed through the area.

  • Trapper

    You add your proficiency bonus to the DC for creatures to detect and avoid triggering the hunting traps that you place hunting traps can be found on page 152 of the Player's Handbook)">[...].

  • Trainer

    You have advantage on Wisdom (Animal Handling) checks.

  • Traveler

    You learn one language of your choice. You learn another at 6th level and another at 14th level.

Fighting Style (Level 2)

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

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.

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.

Two-Weapon Fighting

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

Spellcasting (Level 2)

Starting at 2nd level, you begin to learn to emulate the magical abilities of the creatures of the wild, and to enhance your tools with magic. See Spellcasting for the rules for casting spells and the Ranger Spells list.

Preparing and Casting Spells

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

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in study and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature and common sense. You use your Wisdom whenever a spell refers to your spellcasting ability. You also 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

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Herbal Remedies (Level 2)

Beginning at 2nd level, you learn to use your knowledge of herbal remedies and the natural healing of the body to treat a creature's wounds. During a short rest you can aid injured creatures by applying bandages, poultices, and other herbal remedies to their wounds.

Choose a number of willing creatures up to your Wisdom modifier (minimum 1). For this short rest, whenever one of those creatures spends one or more Hit Dice to regain hit points, it can't roll less than half the maximum value on the die.

At 13th level, when you aid a creature in regaining hitpoints with your herbal remedies, you can also end one nonmagical disease or neutralize one poison affecting it.

Ranger Path (Level 3)

Starting at 3rd level, you choose a Ranger Path which reflects your personal journey as a ranger and favored methods of wilderness survival. Your Ranger Path grants features at 3rd, 7th, 11th, 15th, and 20th levels.

Wilderness Guide (Level 3)

At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:

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

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

  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.

  • Your group can move stealthily at a normal pace.

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 Instincts (Level 5)

Beginning at 5th level, your instincts for survival have shaped the way you fight. You discover martial techniques for fighting alone or convincing beasts to fight alongside you. You gain one of the following features of your choice.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Beast Attack

When you bond with a creature using your Animal Empathy feature, it will now follow you into combat and can attack and perform all other actions as normal.

Rugged Endurance (Level 6)

Starting at 6th level, you hone your fortitude to avoid and overcome injury. You gain proficiency in Constitution saving throws and can add double the bonus from your Constitution modifier when rolling hit dice to regain hit points.

Animal Empathy Improvement (Level 6)

The maximum challenge rating of the beast increases to 1/2 when you reach 6th level.

Evolving Companion

Ranger of the Wild Improvement (Level 6)

You learn another language of your choice at 6th level.

Ranger Path feature (Level 7)

Your Ranger Path grants a new feature at 7th level.

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.

Evasion (Level 10)

Beginning at 10th level, you learn to 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.

Natural Explorer (Level 10)

Your experience dealing with the forces of nature give you insight into the patterns and dangers of the wilderness. At 10th level, you can easily traverse even the harshest of terrain. You gain the following benefits:

  • You cannot become lost, except by magical means.

  • You have advantage on checks and saving throws to avoid becoming lost by magical means.

  • Moving through magical difficult terrain costs you no extra movement and you ignore damage caused by moving through magical or nonmagical difficult terrain.

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

  • You have advantage on saving throws against the effects of extreme weather.

Ranger Path feature (Level 11)

Your Ranger Path grants a new feature at 11th level.

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.

Herbal Remedies Improvements (Level 13)

At 13th level, when you aid a creature in regaining hitpoints with your herbal remedies, you can also end one nonmagical disease or neutralize one poison affecting it.

Rugged Authority (Level 14)

Beginning at 14th level, your time in the wilds has taught you the best ways of dealing with its flora and fauna. Sentient plants and animals view you as a powerful or sympathetic figure and come to respect your authority.

You gain the ability to communicate with beasts and plants, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate ideas to any beast or plant you can see and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it.

You can't use this feature to communicate with a creature that you or your allies have attacked in the last hour.

Additionally, if you are within 60 feet of a hostile beast or plant creature, as an action, you can call out to it, either soothing it or commanding it to heed your authority. It must succeed on a Wisdom saving throw or cease being hostile to you and your allies for 1 hour or until either you or an ally performs a hostile action against it.

Animal Empathy Improvement (Level 14)

The maximum challenge rating of the beast increases to 1 when you reach 14th level.

Evolving Companion

Ranger of the Wild Improvement (Level 14)

You learn another language of your choice at 14th level.

Ranger Path feature (Level 15)

Your Ranger Path grants a new feature at 15th level.

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.

Ranger Path feature (Level 20)

Your Ranger Path grants a new feature at 20th level.

Subklasses

Path of the Nightstalker
YARV
Path of the Nomad
YARV
Path of the Paradoxxer
YARV
Path of the Scout
YARV
Path of the Shaman
YARV
Path of the Slayer
YARV

Subklasse-eigenschappen

Path of the Nightstalker

Path of the Nightstalker (Level 3)

You are the terror of the night. By walking the path of the Nightstalker, you learn to summon and control your shadow like an extension of yourself, and draw upon the names of dark beasts, binding them to you by shadow magic.

Shadow Companion

Starting when you choose this path at 3rd level, you gain the ability to summon the essence of a creature made from shadow magic to serve you. As a bonus action, you can conjure this essence, which appears in an unoccupied space within 30 feet of you. If this shadow takes radiant damage, moves more than 120 feet from you, or you dismiss it (no action required by you), then it disappears in a wisp of darkness.

When you use your Animal Empathy feature to bond with a creature, you infuse the animal with magic, transforming it into a vessel for the essence of your shadow beast. When you do so, its form is wreathed in shifting wisps of darkness and its blood runs cold. In this state, it doesn't require food or water, is immune to poison and disease, weighs nothing, and can dissolve into shadow at your command (no action required).

It is otherwise normal, retaining its other features including movement speed, armor class, and hit points. When it is reduced to 0 hit points, it disappears, leaving behind a simple shadowy essence in its place, and you must complete a long rest before you can summon the companion's full form again.

Shadow Strike

At 3rd level, as long as the essence of your shadow is conjured, you can forgo one or more of your attacks when you use the Attack action to have the essence move and then use a special attack to lash out against a creature within 5 feet of it. To do so, the shadow takes a bestial form (or if inhabiting your animal companion, enhances the existing form, the shadows around the creature solidifying into claws, wings, or savage teeth). Each basic form has a different method of lashing out and a different way to augment these strikes with your spell slots, as described below. Irrespective of the form, you use your ranger spell attack modifier for its attacks. Choose one of the following forms.

Spider

Whenever you forgo an attack, you can have the shadow move up to 30 feet and attack a creature with its shadowy fangs. On a hit, the attack deals 1d8 + your Wisdom modifier piercing damage, and the target has disadvantage on the next attack roll it makes before the end of its next turn.

As an action, you can expend a ranger spell slot to infuse its fangs with ichor and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your ranger spell save DC or be poisoned until the end of its next turn and take 2d8 poison damage for a 1st level spell slot, plus 2d8 for each spell level higher than 1st, or half as much on a successful save.

Raven

Whenever you forgo an attack, you can have the shadow spread dark wings of misfortune and fly up to 45 feet to attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier slashing damage.

As an action, you can expend a ranger spell slot to infuse the shadow with lightning and have it hurl its spectral form along a 5 feet wide and 20 feet long line. Each creature in the shadow's path must succeed on a Dexterity saving throw or be unable to take reactions until the end of its next turn and take 2d6 lightning damage for a 1st level spell slot, plus 2d6 for each spell level higher than 1st or half as much on a successful save.

Warg

Whenever you forgo an attack, you can have the shadow move up to 30 feet and attack a creature with its crushing bulk. On a hit, the attack deals 1d6 + your Wisdom modifier bludgeoning damage and the next attack made against that creature before the start of your next turn has advantage.

As an action, you can expend a ranger spell slot to infuse the shadow with primal ferocity and have it release a bloodcurdling howl. Each creature of your choice within 10 feet of the shadow must succeed on a Wisdom saving throw or become frightened of your companion until the end of its next turn and take 2d4 psychic damage for a 1st level spell slot, plus 2d4 for each spell level higher than 1st or half as much on a successful save.

Shadowy Transposition (Level 7)

Starting at 7th level, whenever you activate the action of your shadow companion that requires you to expend a spell slot, you can choose to swap positions with it before activating the ability.

Taint of Night (Level 11)

Starting at 11th level, your connection to the shadows give you You gain one of the following features of your choice:

Dark Sentinel

Whenever your companion makes an attack of opportunity against a creature, you can take a reaction to have it forgo that attack and cause it to lash out against that creature with your Shadow Strike.

Cloak of Shadow

As an action or whenever you or your companion takes damage, you can choose for the wound to bleed shadows, which fill the creature's space. These shadows count as magical darkness and heavily obscure a 5ft cube containing you or your companion and persist for 1 minute or until you choose to dismiss them.

Master of Darkness (Level 15)

When you reach 15th level, lashing out with your shadow's essence has become second nature. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can do so as bonus action rather than an action. Additionally, you can imbue your shadow companion with a second form from the options for Shadow Strike when you summon it.

Lord of the Night (Level 20)

When you reach 20th level, your connection to shadow suffuses you and your companion fully. You can imbue your shadow with all three options for Shadow Strike when you summon it. You also gain the options yourself, allowing you to both move and strike when you normally would forgo an attack. When you activate an action of your shadow companion that requires you to spend a spell slot, both you and the companion can carry it out.

Path of the Nomad

Path of the Nomad (Level 3)

You have found that no matter the circumstances, your strongest defense and staunchest ally is not the beast at your side nor the weapon in your hand, but the power which lies buried deep within your own mind. Through a coupling of your understanding of nature with the wild talent of psionics, you can achieve true self-sufficiency and innate power over the worlds around you, as well as those within you.

Nomadic Presence

Beginning when you take this path at 3rd level, you adopt the ways of the nomad, learning to move easily from place to place. Your movement speed increases by 10 feet while you aren't wearing heavy armor.

Additionally, you learn the misty step spell and can cast it without vocal or somatic components. It doesn't count against the number of spells you can prepare. Once per day, you can cast it without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

Psionic Influence

At 3rd level, you mind awakens to the wild talent lying just beneath the surface. You gain two psionic powers of your choice from the list below. You gain two more powers of your choice from this list when you reach 5th, 9th, 13th, 17th, and 20th levels.

Beast Intellect

When you use your Animal Empathy feature to bond with an animal, you imbue it with an aspect of your mind. While bonded, its Intelligence score increases by your Wisdom modifier, it gains proficiency in Wisdom and Intelligence saving throws, and you and the beast can communicate telepathically with one another while within 60 ft of each other.

Beast Sense

You know the beast sense spell and can cast it without vocal or somatic components. You always have it prepared, it doesn't count against the number of spells you can prepare, and you can cast it as a ritual regardless of if you have 2nd-level spell slots.

Expand Self

You may use your hands to interact with objects within 5 feet of you, including weapons, as if you could touch them. Spells and abilities with a range of touch now may select targets you can see up to 5 feet away from you and melee weapon attacks you make with light weapons gain the reach property.

Illusory Mind

You know the silent image spell and can cast it without vocal or somatic components. You always have it prepared and it doesn't count against the number of spells you can prepare. When a hostile creature attempts to see through the illusion, it must succeed on an Intelligence saving throw or take 2d6 psychic damage or half on a successful save.

Keen Focus

You have advantage on Constitution saving throws which you make to maintain concentration on a spell when you take damage.

Latent Knowledge

Your emergent psionic powers begin to manifest by giving you access to a hitherto unknown set of skills. Choose a skill of your choice. You gain proficiency in this skill and whenever you make a check with it, you can use your Wisdom modifier in place of the normal ability modifier for the chosen skill.

Manifest Weapon

As an action, you can conjure a weapon made of spectral force. It may take the form and statistics of any simple or martial weapon of your choice except that it is made of magical force and deals force damage. If you choose a ranged weapon, separate ammunition is not needed for it, but may be used. This weapon disappears at the end of your turn if you stop wielding it.

Misty Mask

You know the disguise self spell and can cast it without vocal or somatic components. You always have it prepared and it doesn't count against the number of spells you can prepare. Additionally, when you cast the spell, you can create a misty aura which outlines your form. While disguised in this way, you are considered lightly obscured.

Nomadic Arrow

When you miss with a ranged attack you can use your reaction to expend a spell slot and psionically nudge your aim to be more true. You add 1d8 to the attack roll for a 1st level slot, plus 1d8 for each spell level higher than 1st.

Three-Weapon Fighting

As a bonus action, you can telekinetically levitate a weapon with the light property or another object weighing 2 lbs or less within 30 feet of you. If you take the Attack action on your turn, you can use your reaction to move the object up to 30 feet and make an improvised melee spell attack with the weapon against a creature within 5 feet of it. The object falls to the ground if it moves more than 60 feet from you.

Unbound Mind

You know the unseen servant spell and can cast it without vocal or somatic components. You always have it prepared and it doesn't count against the number of spells you can prepare.

Whispers of Beyond

You know the dissonant whispers spell and can cast it without vocal or somatic components. You always have it prepared and it doesn't count against the number of spells you can prepare. If your target fails its saving throw by 5 or more, it becomes frightened of any creatures it can see within 30 feet of it until the beginning of your next turn.

Memory of a Thousand Steps (Level 7)

At 7th level, pain allows you decouple your mind and body from the flow of time, retracing your steps through the past to an alternate point in the present. When you would take damage from an attack or spell, you can use your reaction to halve the damage against you and instantly teleport to a space within 60 feet of you, which you occupied on your previous turn. You can use this feature a number of times equal to 1 + your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Wandering Strike (Level 11)

Starting at 11th level, your psionic potential manifests, giving you supernatural abilities to pass through the world around you. You gain one of the following features of your choice:

Phasic Strike

Your weapon attacks can partially phase through armor and defences. Once per turn when you or your companion makes an attack, you can forgo the attack roll to cause the target within reach of that attack to make a Dexterity saving throw. The target takes the attack's maximum damage on a failed save, or half as much on a successful one. If it rolls a natural 1 on its save, the attack deals damage as if it were a critical hit.

Distant Strike

Whenever you take the Attack action, you or your companion can teleport up to 10 feet before each attack to an unoccupied space you can see. After your normal attacks, you can make one additional attack against a creature you have not already attacked this turn.

Effortless Journey (Level 15)

Starting at 15th level, you learn how to mystically pass from one location in space to another without moving through the in-between. Whenever you could use movement, you can forfeit any amount of that movement in order to teleport that same distance to an unoccupied location you can see.

Dimensional Shift (Level 20)

At 20th level, you learn to ignore the natural boundaries of the objects around you. Your attacks may travel through up to 5 feet of solid matter unimpeded, allowing you to ignore cover.

Additionally, as an action, you can become intangible until the end of your turn. While intangible, you pass through solid objects and are immune to nonmagical bludgeoning, slashing, and piercing damage, but not structures, boundaries, or weapons created by magical force. Your gear may become intangible with you. If you would end your turn inside an object, you take 6d8 force damage and are ejected to the nearest unoccupied space. If you end your turn inside another creature, you both take this damage.

Path of the Paradoxxer

Path of the Paradoxxer (Level 3)

You are a paradox. Walking along the razor's edge between existence and oblivion, and wielding the very chronomantic magic of the creatures and enemies you hunt, you specialize in finding and eliminating threats that travel across time. Imbued with specialized senses that allow you to detect and track temporal anomalies, you are the razor blade that moves across the skin of reality, cutting anything that moves against it.

Limited Precognition

At 3rd level, you gain the ability to peer a split second into the future to avoid impending danger. You cannot be surprised, you gain a bonus to your initiative equal to your Wisdom modifier, and once per day when you roll initiative, you can choose to go first instead. Once you do so, you can't do so again until 12 hours have passed.

Parallel Companion

Starting at 3rd level, your innate connection with alternate timelines allows you to bond with creatures from alternate timelines. When you would use your Animal Empathy feature to bond with a beast, you may choose to instead conjure forth its twin from an alternate timeline and bond with that creature. Choose one of the following creature types: Aberration, Construct, or Ooze. Your companion gains the chosen creature type in addition to Beast and the associated feature below:

  • Aberration

    In this timeline, beasts have taken on a strange and mutated form, covered with eyes and tentacles. Your companion gains proficiency in the Perception skill and can double its proficiency bonus for any check it makes with it. In addition, as an action, it can turn invisible until the start of its next turn or until it takes damage, projecting an illusion of either itself or a similar native beast nearby. While projecting in this way, attack rolls against it to have disadvantage.

  • Construct

    In this timeline, mechanical constructs roam the land in place of beasts. Your companion does not require air, food, or drink to live, does not need to sleep, gains resistance to lightning damage, and learns the mending cantrip, which it can cast at will. In addition, choose one kind of tool kit. You can use your companion in place of the chosen tool kit.

  • Ooze

    In this timeline, oozes roam the forests, hills, and skies, taking the rough form of beasts in their native habitats. Your companion can can move through a space as narrow as 1 inch wide without squeezing, and gains resistance to acid damage.

Temporal Sense

In some worlds, Paradoxxers are able to immediately sense when there is a disruption in spacetime. When you take this path at 3rd level, you innately feel the pull of time around you. You always know the current date and time. Additionally, whenever a major spell, ability, or unnatural cosmic event occurs which disrupts the flow of time, you immediately know the direction towards which the disruption occurred.

Chrono-Shift (Level 7)

Beginning at 7th level, you can set stationary points along the timeline which allow you jump ahead and loop back to where you started. As a bonus action, you can teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Time Dilation (Level 11)

Starting at 11th level, you can feel the subtle variations in potential timelines, giving you the power to control the way they shift. You gain one of the following features of your choice:

Slow Motion

As an action, choose a willing creature that you can see within range. Until the end of your next turn, the target's speed increases by 10 feet, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on its turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once you have used this feature on a creature, you can't do so again until you finish a short or long rest.

Fast Forward

When you hit a creature with a weapon attack, you can choose to hurl the target through time. If you do so, it takes an additional 3d4 force damage and must succeed on a Wisdom saving throw or be pushed 1 round forward in time. A target moved forward in time vanishes for the duration as if it didn't exist. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. Once you have used this feature on a creature, you can't do so again until you finish a short or long rest.

Paradox Hunter (Level 15)

Beginning at 15th level, if a creature you can see within 60 feet of you would have advantage on an attack roll it makes against you or an ally in range, you can use your reaction to force that creature to make Wisdom saving throw. If they fail, they have disadvantage on that attack instead.

Razor's Edge (Level 20)

At 20th level, your greatest successes and most painful defeats echo through the multiverse. When in your time of dire need, your future self from a doomed future timeline appears to help you in the past, then disappears.

When you are reduced to 0 hit points, you can choose to activate an invisible call into the timestream called the Razor's Edge. Immediately, a portal opens on your location and a version of yourself from an alternate timeline appears above you in your space. It shares all of your statistics including stats, skills, spells, and available spell slots, but not necessarily your mood, personality, style, equipment, or outlook. Its current hit points are equal to your maximum hit points. You can control this character while you remain unconscious, after which, it will disappear back into the timestream.

If you die while the Razor's Edge protects you, you can choose to either permanently take on the role of your alter-ego, or have it return to its home timeline.

Once you use this ability, you can't do so again for 24 hours.

Path of the Scout

Path of the Scout (Level 3)

You are the first, and often last, line of defense against the terrors of the wilderness. Journeying down the Path of the Scout requires a cool mind and steady hand. You are the stalker of prey, honing your skills in the methods of tracking and finding. The land itself is your teacher and the beasts that call it home, your allies.

Stalker

Starting when you choose this path at 3rd level, you learn to track, detect, and perform deadly strikes against fleeing targets. You gain the following features.

  • Bloodhound

    When an animal helps you in tracking creatures, if the creature is capable of leaving a trail of blood, you can track the creature as if it did so (as described on page 244 of the Dungeon Master's Guide).

  • Spotter

    Both you and your companion can take the Search action as a bonus action.

  • Relentless

    When you or your companion hit a creature with an attack of opportunity, you deal it an additional 1d8 damage.

Favored Terrain

At 3rd level, choose one type of favored terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, Urban or Underdark.

While in your Favored Terrain, attempts to track you or otherwise determine your location have disadvantage and both you and your companion can Hide as a bonus action on each of your turns.

You also learn a number of Path Spells related to your favored terrain. Once you gain access to a path spell, you always have it prepared and it doesn't count against the number of spells you can prepare each day.

Additionally, whenever you use your Animal Empathy feature to bond with a local creature, you gain the terrain type of the habitat of that creature as a favored terrain while you remain bonded with it.

Arctic
Ranger LevelSpells

3rd

sleep

5th

hold person

9th

slow

13th

ice storm

Coast
Ranger LevelSpells

3rd

fog cloud

5th

misty step

9th

water breathing

13th

control water

Desert
Ranger LevelSpells

3rd

burning hands

5th

blur

9th

daylight

13th

hallucinatory terrain

Forest
Ranger LevelSpells

3rd

entangle

5th

barkskin

9th

plant growth

13th

grasping vine

Grassland
Ranger LevelSpells

3rd

longstrider

5th

pass without trace

9th

wind wall

13th

freedom of movement

Mountain
Ranger LevelSpells

3rd

feather fall

5th

spider climb

9th

meld into stone

13th

stoneskin

Urban
Ranger LevelSpells

3rd

grease

5th

find traps

9th

tongues

13th

fabricate

Underdark
Ranger LevelSpells

3rd

faerie fire

5th

darkness

9th

major image

13th

greater invisibility

Skirmisher (Level 7)

Beginning at 7th level, your trained senses allow you to react quickly to the movement of enemies around you.

Creatures within 30 feet of you provoke a ranged opportunity attack from you when they move to a space more than 30 feet away. In addition, when a creature more than 30 feet from you, moves to a space within 30 feet of you, you can use your reaction to move up to 15 feet. You must be able to see or otherwise sense the creature to use either reaction.

Multiattack (Level 11)

Starting at 11th level, your swift reflexes let you deal with hordes of enemies using you weapons. You gain one of the following features of your choice:

Volley

Choose any number of creatures within 10 feet of a point you can see within your weapon's range. You can use your action to make a separate ranged attack against each of them. You must have enough ammunition for each target.

Whirlwind Attack

Choose any number of creatures within your reach. You can use your action to make a separate melee attack against each of them.

Hide In Plain Sight (Level 15)

Starting at 15th level, you can spend 1 minute creating natural 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 this way, you gain a +10 bonus to Dexterity (Stealth) checks against creatures while you remain in terrain similar to your natural disguise. Once you move or make an attack, this effect is suppressed until the beginning of your next turn.

Your camouflage lasts for 1 hour or until physical conditions ruin it (such as swimming or resting in rain).

Ambuscade (Level 20)

When you reach 20th level, you have learned to master the tactics of ambush. On initiative count 20 on the first round of combat you take an extra turn in addition to the turn taken on your normal initiative count.

Path of the Shaman

Path of the Shaman (Level 3)

You find yourself drawn deeply into communion with the ancient and unchanging animal spirits. Perhaps you have always felt this connection, or perhaps this development is sudden and marked by strange visions and signs. Either way, your connection with the spirits guides and strengthens you, imbuing you with aspects of the wild's oldest of protectors.

Spirit Animal

At 3rd level, choose a spirit: Bear, Eagle, or Wolf.

Over the next 24 hours, dreams, visions, and other signs accompany your choice and lead you towards meeting an incarnation of this spirit in the flesh. The exact form this animal takes may vary based on the environment in which you find yourself, but its attitude and statistics generally resemble the chosen form. When the incarnation arrives, you can use your Animal Empathy feature to bond with it. If you do so, the spirit inhabits the body, imbuing it with wisdom and strength.

It learns to understand each language that you know and can follow complex commands.

If you choose not to bond with your spirit animal, or your animal spirit dies, at any point during your time apart, you can spend a short rest in quiet contemplation. At some point in the next 8 hours after completing the rest, a new incarnation of your companion will appear.

Animal Aspect

Starting at 3rd level, you gain the feature from the list below which matches the form of your spirit animal:

Bear

You and your companion each have resistance to nonmagical bludgeoning, slashing, and piercing damage while you have less than half your hit points left.

Eagle

Your companion can Dash as a bonus action, and as long as you are not wearing heavy armor, you can also Dash as a bonus action. When either of you do so, creatures have disadvantage on opportunity attacks against you until the end of your turn.

Wolf

When you and your companion are both within 5 feet of a hostile creature, other creatures have advantage on melee attack rolls against that creature.

Spirit Strikes (Level 7)

Beginning at 7th level, while bonded with an animal, its strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Primal Aspect (Level 7)

Also at 7th level, you gain the feature from the list below which matches the form of your animal spirit.

Bear

Both you and your beast companion's hit points increase by your Wisdom score. If you increase your Wisdom score permanently after you obtain this feature, both you and your beast companion's hit points increase by the same amount.

Eagle

Your eyesight improves dramatically, granting you the ability to see up to 1 mile away without difficulty and fine details (such as the writing on a map) up to 100 ft away. You and your beast companion also have advantage on Wisdom (Perception) checks that rely on sight and ignore half-cover for ranged attacks against targets that you can see.

Wolf

You and your beast companion each increase your movement speed by 10 feet while you are within 30 feet of each other.

Primal Guidance (Level 11)

Starting at 11th level, your connection to your spirit animal guides you when you fight together. You gain one of the following features of your choice:

Team Attack

Choose any number of creatures within reach of both you and your companion. You and your companion's attacks against these creatures have advantage this turn and every time you or your companion hits one of these creatures with an attack, you can you can deal it an extra 1d8 damage.

Spirit Caller

Whenever you or your companion takes the attack action, spectral energies swirl around your forms out to a distance of 5 feet. Until the start of your next turn, the area becomes difficult terrain for any creatures of your choice, and whenever such a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or take 2d8 force damage.

Spiritual Aspect (Level 15)

Beginning at level 15, your connection to your spirit animal allows you to reach out to it to aid, strengthen, and guide you. You gain the feature from the list below which matches the form of your animal spirit.

Bear

You become a strong and steady defender of your allies. When a creature within 5 feet of you makes an attack against another creature instead of you, as a reaction, you can make a melee weapon attack against it. If you hit, the creature has disadvantage on its attack roll.

Eagle

You become a swift-striking predator and a master of the skies. Your jump distance is tripled. Additionally, when you would fall 10 feet of more, you can choose to glide the same distance horizontally above the ground as well. When you land, you take no damage from falling, and if a creature occupies an adjacent space you can use your reaction to make a melee weapon attack against it.

Wolf

You become a war leader among animals. When you call for aid, nature answers. You can cast conjure animals as a 7th level spell without expending a spell slot. The conjured animals must be Wolves, Blink Dogs, Worgs, Dire Wolves, or Death Dogs. Once you use this feature you can't do so again until you finish a long rest.

Spiritual Companion (Level 20)

At 20th level, your bond with your companion transcends time, space, life, and death. Your spirit animal manifests itself fully into the world, taking the form of a creature which fits the essence of the spirit.

Once manifested, your companion does not age. It gains the Celestial or Fey creature type (your choice), has advantage on saving throws against spells and other magical effects, and permanently retains all of your shared class features (even after you die).

If either you or your companion dies, your spirit remains connected. Resurrection magic which requires touching a corpse can instead touch the remaining living creature to function. Additionally, if both you and your companion are dead, resurrection magic cast on one of your corpses restores both of you to life.

Additionally, your companion gains the ability to perform one legendary action from the list below each round at the end of another creature's turn.

Bear

Your companion makes an attack against a creature in its reach. On a hit, your companion regains 2d8 hit points in addition to the normal effects of the attack.

Eagle

Your companion takes the Dash action and then can attempt to grapple a Medium or smaller creature, lifting it 10 feet into the air on a success.

Wolf

Your companion howls and gives each friendly creature within 30 feet of it 2d4 temporary hit points.

Path of the Slayer

Path of the Slayer (Level 3)

You are driven by the necessity of triumph over some great injustice or ongoing threat. Perhaps a corrupt noble extorts the countryside, a hag coven kidnaps local children on moonless nights, or a horde of gnolls threatens to destroy an ancient forest. Whatever it is that drives you, you single-mindedly put your skills, magics, tools, and techniques to the task of defeating your foe.

Favored Enemy

Beginning when you take this path at 3rd level, you have learned enough about your enemies to begin to put the knowledge to practice in defeating them.

Choose either two types of favored enemy from the following list, or one type from the list and two races of humanoid (such as gnolls and orcs): aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You have advantage on all Wisdom and Intelligence checks related to your favored enemies, including tracking them, detecting them, intuiting or recalling information about them, and discerning their motives or intentions.

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. Once per turn, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum.

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.

Deadly Condemnation (Level 7)

Starting at 7th level, your zeal against your foes gives lends vicious weight to your strikes against them. You can focus your wrath on a hostile creature you can see within 120 feet of you (no action required). You and your companion can add your Wisdom modifier to your attacks against that creature this turn. If the creature is a favored enemy, whenever you or your companion hit that creature with an attack this turn, it takes an additional 1d8 damage. You can use this feature to focus on a creature a number of times equal to 1 + your Wisdom modifier (minimum 1). You regain all expended uses at the end of a long rest.

Counterplay (Level 11)

Starting at 11th level, your knowledge of your enemies gives you insight into disrupting their movement and abilities. You gain one of the following features of your choice:

Felling Blow

Choose a creature within your weapon's range. You can use your action to make a single powerful weapon attack against that creature. You gain advantage on this attack if the creature is at least one size larger than you. If you hit, the attack deals an additional 2d8 bludgeoning, piercing, or slashing damage (your choice) and the creature must make a Strength saving throw against 8 + your Strength modifier + your proficiency bonus or fall prone.

Mage Bane

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.

Zealous Resistance (Level 15)

Starting at 15th level, you and your companion gain advantage on saving throws and skill contests against spells or attacks from your favored enemies and have advantage on death saving throws when reduced to 0 hit points by a favored enemy.

Additionally, if a spell or blow from one of your favored enemies would reduce you or your companion to 0 hit points without killing you outright, it reduces you to 1 instead. Both you and your companion can use this feature once. After you both have done so, you can't use it again until you complete a long rest.

Foe Slayer (Level 20)

At 20th level, you become a master at slaying your most hated foes. Once per turn, when you hit one of your favored enemies with a weapon attack, it takes an additional 2d8 bludgeoning, piercing, or slashing, (your choice). If it has 30 or less hit points, it dies.