Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiences
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Overview & Creation
Most Rangers are synonymous with hunters, but they also have a vital role as early defence of a community. They occupy a similar space to Druids, even some of their magic ways, but a ranger in the end seeks to bring a very civilisation-centric peace with it. While a Druid might even come to shield a tribe of Goblins, because they are the last goblins of this particular subspecies, a ranger will sleep soundly knowing even the child and female goblins were slaughtered. Especially if they’re their Favoured Enemy. The difference between a gnoll raiding party slaughtering a village and Todd asking “Hey, why is there so much blood in the creek?” can be a single ranger.
Class Features
Favoured Enemy
Beginning at 1st level, when you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute. 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 favoured 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
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
- 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.
Ranger Conclave
You were trained in the ways of the ranger by a conclave, a small group of similarly minded people. You choose the and training of the conclave (as shown at the bottom of the page). Your choice grants you additional features at 5th, 7th, 11th, and 15th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the
Fighting Styles options. You can’t take a
Fighting Style option more than once, even if you later get to choose again.
Martial Versatility
During a long rest, you can replace a
Fighting Style you know with another
Fighting Style available. If you know any
Maneuvers, you can replace one
Maneuver you know with a different
Maneuver.
Spellcasting
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.
Spellcasting Focus
You can use a
Druidic Spellcaster Foci as a spellcasting focus for your ranger spells.
Preparing and Casting Spells
The Ranger table shows how many Spell Slots you have to cast your Spells of 1st level and higher. 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 calm and meditation: at least 1 minute per Spell Level for each spell on your list.
Conclave Spells
Each oath has a list of associated Spells at the bottom of the
Ranger Spell List. You gain access to these Spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave Spells don’t count against the number of Spells you can prepare each day. If you gain an oath spell that doesn’t appear on the
Ranger Spell List, the spell is nonetheless a Ranger spell for you.
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 Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Study Magic
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin 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.
Primeval Awareness
At 3rd level, you can focus your awareness through the interconnections of nature: you can cast each of these spells once without expending a spell slot.
Speak with Animals at 3rd level,
Beast Sense at 5th level,
Speak with Plants at 9th level,
Locate Creature at 13th level, and
Commune with Nature at 17th level.
Ability Score Improvement or Feat
When you reach 4th Level, and again at 8th, 12th, 16th, and 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. Alternatively you can take a Feat from the
Feats List.
Roving Explorer
Starting at 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Nature's Veil
Starting at 10th level, 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.
Tireless Explorer
At 10th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier. 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.
Vanish
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.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any
Invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t
Blinded or
Deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter. You can add your Wisdom modifier to the attack roll or the damage roll of each attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Starting Equipment
Roll 4d4 x10gp
A class usually determined by their homeland habitat. After all, the hazards of the desert are quite different from the forest or jungle. But there are definitely some cultural and personal variants, a desert nomad whom prefers the bow over the javelin, or a forest ranger who loves melee over stealth.
Subclass Options
Beastmaster Conclave
Some Rangers spend so much time in nature and caring for the critters there they form a unique bond with a single beast. With all the love and care poured into that creature, it grow to become a formidable ally to the ranger. This bond becomes so strong it even transcends death, allowing the beast to sacrifice themselves for the safety of their master.
Forest Archer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp
Composite Longbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Animal Companion
When you select this archetype, you learn to use your magic to create a powerful bond with a creature of the natural world to serve as your
Animal Companion. This animal is usually related to your backstory, and has a powerful spiritual connection to you. The companion and you have a profound understanding that transcends all others, allowing you to move as a single will in times of stress. Unlike all other forms of summons or animals, you share an initiative in combat, allowing you to see lesson interweave both of your turns. When one of you is unconscious, the other can fulfil your will. Your Animal Companion can add your Proficiency Bonus to all Saving Throws and Ability checks.
Conclave Spells
Your conclave grants you several spells to help get your animal companion around. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Coordinated Attack
Beginning at 5th level, you and your
Animal Companion form a more potent fighting team. Your
Animal Companion gains access to the Extra Attack Feature, you can use this feature instead of your
Animal Companion if you choose.
Beast’s Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Superior Beast’s Defense
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
Defender Conclave
The defender best typifies the bulkward between civilisation and savagery. This is usually done with extremely efficient murder skills. Murdering huge creatures, or hordes of little creatures, or a few big brutes. At first this might mean some goblins, a stray orge, and their worgs. At the height of power they fight off a dragon, giants and hordes of orcs.
Forest Archer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Composite Longbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Hunter’s Prey
When you select this archetype, 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.
Conclave Spells
Your conclave grants you several spells to help defend and hold back large groups of creatures. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Tactics
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
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 melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice;
- Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, that allows you to make a Dexterity Saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
- Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
- Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Fey Wanderer Conclave
As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
Feywalker Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp
Composite Longbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Soap & Perfume: (2gp)
Dreadful Strikes
When you select this archetype, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. 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.
Otherworldly Glamour
Beginning when you select this archetype, 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.
Conclave Spells
Your conclave grants you several spells of illusions or charms from the feywild. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beguiling Twist
Starting at 7th level, 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
At 11th level, 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
Beginning at 15th level, 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.
Gloom Stalker Conclave
Masters of the dark place, from cramped city street, or dank caverns and moonless nights. Gloom Stalkers are masters of guerilla warfare, ambushing superior forces and avoiding detection. They have techniques to avoid mental probing, and excellent darkvision.
Underdark Guardian Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Buckler (+1 AC): 3lb, 10gp
Sabre (1d8 slashing): 3lb, 25gp
3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Dread Ambusher
When you select this archetype, you gain darkvision out to a range of 60ft. 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. 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.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Conclave Spells
Your conclave grants you several spells used to defend against underdark threats. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Mind
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
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
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.
Mutagenic Conclave
The masters of mutagens, to best defend the community one must look beyond natural means. Alchemists and Dark Experimenters, the mutagenic conclave push their bodies beyond human limits with rare reagents and magical effects after years of tolerance to poison. The benefits allow you to breath underwater, grow additional limbs, even sprout wings.
Mutant Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp
Cavalry Mace (1d10 bludgeoning, Reach 1): 18lb, 35gp
Composite Longbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
Alchemist’s Station (50gp) and Herbalist Pouch (10gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Mutagencraft
When you select this archetype, you begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities, you gain proficiency in
Alchemy or
Herbalism. You choose to learn four Ranger
Mutagens. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. Additionally, when you gain a new
Mutagen formula, you can choose one of the formulas you already know and replace it with a new
Mutagen formula. You can craft these formulas into three Flasks when you finish a Long Rest. Starting at 7th level, the number of
Mutagens you can create when you finish a rest increases to six, and you can create nine mutagenic Flasks at 15th level. As a bonus action you can consume a single
Mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all
Mutagens.
Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next long rest.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand of Axiom
At 11th level, your
Mutagens have altered your
Hunter's Mark to enforce a foe’s true nature. Any illusions disguising or making a creature
Invisible when you mark them end, and they can’t benefit from such illusions while marked. If a creature marked by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a marked creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are
Stunned until the end of your next turn.
Exalted Mutation
At 15th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one
Mutagen currently affecting you to flush from your system and end, then immediately have a
Mutagen you know the formula for take effect in its place. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Planeswalker Conclave
Not all rangers protect from ‘local’ threats, some concern themselves with defending the borders of our reality. From the horrors of the astral sea to places… stranger and more threatening. As they get stronger, these rangers become one with our reality, taking the part of white blood cells against scraps and invaders from the stars above.
Alien Killer Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Sabre (1d8 slashing): 3lb, 25gp
Composite Longbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp. Made from Yew & Bone to generate excellent flexibility and strength, used by the Avariel to protect their cities from dragons.
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Planar Warrior
When you select this archetype, you learn to draw on the energy of the multiverse to augment your attacks. When you hit a creature with a weapon, you can deal an extra 1d4 force 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. Additionally, 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. You can use this feature three times, regaining expended uses on a long rest.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Conclave Spells
Your conclave grants you several spells of mental protection and psionics. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the
Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature three times, you can’t use it again until you finish a long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack 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
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.
Relic Hunter Conclave
Magic is a dangerous force in the world and it is truly disastrous when it is abused, especially in the form of a magic item. Relic Seekers take on the challenge of finding and retrieving powerful relics before they can be abused. In order to do so, they adopt the responsibility of navigating deadly traps, dark magics, and the weight of wielding these relics for themselves. These rangers train in magic that better allows them to evade and disrupt traps and magic while unlocking the secret of magical attunement.
Tomb Raider Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp
3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Thieves’ Tools (25gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Soap & Perfume: (2gp)
Seeker’s Sight
When you select this archetype, you gain the ability to cast
Resistance with a range of 30ft, and you can cast it on yourself or an ally as a reaction. When you hit a creature with a weapon, you can deal an extra 1d4 radiant 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. You also gain proficiency in Religion and
Thievery.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Conclave Spells
Your conclave grants you several spells to protect against undead and their draining abilities. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Seeker’s Ward
Starting at 7th level, you gain resistance to necrotic damage, and have advantage on saving throws against being
Frightened. You can use a bonus action to lose this trait, and remove
Charmed,
Frightened, or Possessed conditions from all allies within 30ft.
First Into the Breach
At 11th level, you’re better protected against the onslaught of magical traps and wards. You gain resistance against spell-based traps, but if you take damage from a spell-based trap the trap is unable to reset itself for additional attacks, disabling the trap while you’re within 60ft of it.
Greater Ward
Beginning at 15th level, you are immune to necrotic damage, and when a creature or trap attempts to cause you necrotic damage, it must make a Wisdom Saving Throw versus your spell save DC or be stunned for 1 minute.
Tracker Conclave
The monster slayer, for those that seek to find monsters in their purest form. Those creatures that prey upon mankind as a food source from within their ranks. Hidden in the throngs of anonymity. You have an keen eye for discerning the weaknesses of foes and punishing them, while resisting their supernatural tricks.
Urban Tracker Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Hunter’s Sense
When you select this archetype, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. 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. Additionally you gain proficiency in Deception and
Thievery.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Conclave Spells
Your conclave grants you several spells tracking unead and monsters that can hide amongst humanoids. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Hunter's Sense 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
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. You can use this feature three times, regaining expended uses on a long rest.
Slayer’s Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Sense 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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.