BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ranger

Ranger

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm, Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms fram the terrors of the wild, amid lhe dense-packed trees of trackJess forests and across wide and empty plains, rangers keep their unending watch.
Level Proficiency Bonus Features Hunter's Mark 1st 2nd 3rd 4th 5th
1st +2 Hunter's Mark, Natural Explorer 1d4 - - - - -
2nd +2 Fighting Style, Spellcasting 1d4 2 - - - -
3rd +2 Ranger Conclave, Wilderness Guide 1d4 3 - - - -
4th +2 Ability Score Improvement 1d4 3 - - - -
5th +3 Extra Attack 1d6 4 2 - - -
6th +3 Natural Explorer Improvement, Vanish 1d6 4 2 - - -
7th +3 Ranger Conclave Feature 1d6 4 3 - - -
8th +3 Ability Score Improvement, Land's Stride 1d6 4 3 - - -
9th +4 - 1d8 4 3 2 - -
10th +4 Hide in Plain Sight, Natural Explorer Improvement 1d8 4 3 2 - -
11th +4 Ranger Conclave Feature 1d8 4 3 3 - -
12th +4 Ability Score Improvement 1d8 4 3 3 - -
13th +5 - 1d10 4 3 3 1 -
14th +5 Natural Explorer Improvement 1d10 4 3 3 1 -
15th +5 Ranger Conclave Feature 1d10 4 3 3 2 -
16th +5 Ability Score Improvement 1d10 4 3 3 2 -
17th +6 - 1d12 4 3 3 3 1
18th +6 Feral Senses 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Foe Slayer 1d12 4 3 3 3 2
 

Class Features

As a ranger, you gain the following class features.

Hit Points

Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) scale mail or (b) leather armor
  • A longbow and a quiver of 20 arrows


Hunter's Mark

Beginning at 1st level, you can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits:
  • You have advantage on any Perception or Survival check to find the target.
  • Once per turn when you hit the target with a weapon attack, you deal additional damage as shown in the Hunter's Mark column of the Ranger table.
You can 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.

Natural Explorer

You have a natural talent to roam the world. You gain proficiency in the Nature or Survival skill. If you are already proficient in Nature or Survival, your proficiency bonus is doubled for any ability check you make that uses it. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water 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.
Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:
Coast. Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.
Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain fire resist X rating equal to your Ranger level.
Forest. You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it.
Grassland. Your speed increases by 10 feet.
Mountain. Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
Swamp. You gain a poison resist X rating equal to your Ranger level and have advantage on saving throws against disease.
Tundra. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain a cold resist X rating equal to your Ranger level.
Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write one humanoid language of your choice.
You choose an additional favored terrain type at 6th level, at 10th level and at 14th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you 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.

Guerrilla
As long as you are not wearing heavy armor, your speed increases by 10 feet. If you move at least 10 feet in your turn, you gain +1 on damage rolls until the start of your next turn.

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

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.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your Ranger 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 three spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Animal Friendship, 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 prayer 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. 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

Ritual Casting

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

Wilderness Guide

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.


Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, and 15th level.
Beast Master
Fey Wanderer
Gloom Stalker
Griffon Scout
Horizon Walker
Hunter
Monster Slayer
Primeval Guardian
Swarmkeeper
Vampire Slayer
Vigilante
Wind Runner


Ability Score Improvement

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

Extra Attack

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

Vanish

Beginning at 6th level, your speed and stealth in combat make you hard to pin down. You can take the Hide action as a bonus action and you can’t be tracked by nonmagical means, unless you choose to leave a trail.
Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.

Land's Stride

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 those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use an action on your turn to prolong the duration for another round, up to a maximum of 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.

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 of your enemies. You can add your Wisdom modifier (minimum of one) to the attack roll or the damage roll of an attack you make against a creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Beast Master

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.

Beast Magic

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

Beast Master Spells

 
Ranger Level Spells
3rd Beast Bond
5th Warding Bond
9th Conjure Animals
13th Dominate Beast
17th Awaken


Ranger's Companion

Also at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. The primal beast is a special creature that a Beast Master can choose for the Ranger’s Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance.
In combat, the beast companion 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 one of the actions in its stat block or the Hide, or Search action.
If it has died within the last hour, you can use touch the body 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 beast companion returns to life after 1 minute with all its hit points restored.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
d6 Trait
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends' needs before my own in all things.
 
d6 Flaw
1 If there's food left unattended, I'll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Anytime is a good time for a belly rub.
4 I'm deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.


Exceptional Training

Beginning at 7th level, 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.

Storm of Claw and Fangs

Starting at 11th level, you can use your bonus action to command your beast companion to make a melee attack against each creature of your choice within 5 feet of it, with a separate attack roll for each target.

Defensive Coordination

Starting at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack’s damage against it.

Fey Wanderer

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

Fey Wanderer Magic

Staring at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Fey Wanderer Spells
Ranger Level Spells
3rd Charm Person
5th Phantasmal Force
9th Dispel Magic
13th Charm Monster
17th Mislead


Cunning Will

Also at 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Dreadful Strikes

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

Blessings of the Courts

Starting at 7th level, you obtained the blessings of the Feywilds, making your magic elusive and unpredictable. Whenever you cast a ranger spell of 1st level or higher, you can choose to teleport yourself in an unoccupated space within 10 feet of you immediately after or before casting the spell. In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.

Beguiling Twist

Beginning at 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • The creature takes 3d10 psychic damage.


Misty Presence

At 15th level, you can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
[br

Gloom Stalker

Gloom Stalkers are at borne 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 prepare.

Gloom Stalker Spells

 
Ranger Level Spells
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. 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 dark vision 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

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.

 

Stalker's Dodge

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

Griffin Scout

Elves of the forested woodlands and mountain foothills often uphold the tradition of taming and riding griffons, living on the same windswept crags where griffons nest, thus giving themselves the ability to command vast tracts of woodland territory. Trained by elf veterans and beast tamers, rangers of the Griffon Scout Conclave learn to move swiftly and stealthily both on foot and while mounted, gathering information on their enemies and mounting devastating hit-and-run raids with precision and coordination.

Griffon Scout Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels, as shown in the Griffon Scout Spells table. These spells count as Ranger spells for you, but they don't count against the number of Ranger spells you can know.

Griffon Scout Spells

Ranger Level Spells
3rd Feather Fall
5th Find Steed
9th Haste
13th Greater Invisibility
17th Rary's Telepathic Bond


Mounted Scout

Also starting at 3rd level, you have advantage on Stealth checks while mounted, and your Stealth checks apply to both you and your mount.

Skirmisher's Step

Beginning 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. If you move out of the target's reach before the end of your next turn, whether you are mounted or not, you don't provoke an opportunity attack from the target.

Coordinated Strikes

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

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

Starting at 15th level, when you move at least 20 feet during your turn, whether you are mounted or not, 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.

Horizon Walker

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

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 prepare.

Horizon Walker Spells

Ranger Level Spells
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.

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

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

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

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.

Hunter

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

Hunter Magic

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

Hunter Spells

Ranger Level Spells
3rd Snare
5th Pass Without Trace
9th Nondetection
13th Locate Creature
17th Scrying


Hunter's Prey

At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you deal an additional 1d8 damage with weapon attacks against that creature on your next turn.
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

At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.
Escape the Horde. Your movement does not provoke attacks of opportunity.
Multiattack Defense. Whether the attack hits or misses, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will: You are immune to being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. When attacking with a melee weapon, you may make an additional weapon attack when you use the Attack action as long as each attack is against a different target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Slayer

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

Monster Slayer Magic

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

Monster Slayer Spells

Ranger Level Spells
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster


Hunter's Sense

At 3rd level, 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.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you 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. Alternatively, when you attack a creature, you can choose the target of the attack as designated creature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

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

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

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.

Primeval Guardian

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of the ancient trees in order to overcome their foes. These rangers dwell in the elder forests of the world, venturing out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient forests that saw the earliest days of the world.

Primeval Guardian Magic

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

Primeval Guarding Spells

Ranger Level Spells
3rd Entangle
5th Enhance Ability
9th Speak with Plants
13th Guardian of Nature
17th Tree Stride


Guardian Soul

Starting at 3rd level, you gain the ability to temporarily take on the appearance of a treelike person, covered with leaves, thorns and bark. As a bonus action, you assume this guardian form, which lasts until you end it on your turn, you dismiss it (no action required) or until you are incapacitated. You undergo the following changes while in your guardian form:
  • You halve your base moviment speed (minimum of 5 feet).
  • Your reach increases by 5 feet, unless your reach was already increased in another way.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level (rounded up). If a creature hits you with a melee attack while you have these hit points, the creature takes 1d6 piercing damage. When the form ends, you lose any temporary hit points you have from it.
Once you have used this feature, you must finish a short or long rest before you can use it again.

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. While in guardian form, you have advantage on Constitution saving throws. In addition, you add your Constitution modifier to the number of temporary hit points you gain at the start of your turn while in guardian form.

Rooted Defense

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

Guardian Aura

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

Vigilante
  Vigilantes 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. Vigilantes toe the line between the natural forest and cityscapes, fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land.

 

Vigilante Magic

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

   

Vigilante Spells

   
Ranger Level Spells
3rd Disguise Self
5th Blur
9th Tongues
13th Freedom of Movement
17th Passwall


   

City Dweller

Starting at 3rd level, you are quick to adapt to any city you currently find yourself in, while all cultures are different, most streets do breath in a similar fashion. The price for any meal and accommodations you negotiate is halved. Furthermore, you gain proficiency in one game set of your choice. Your proficiency bonus is doubled for any checks you make using this game set.

Back Alley Fighting

Also at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 2d4 damage if the target is adjacent to at least one creature, excluding yourself. You can deal this extra damage only once per turn. Additionally, whenever you are attacking a creature that is adjacent to at least two solid structures or objects such as walls, trees or similar, you have advantage on the attack roll.

Watchful Eyes

Starting at 7th level, you know better than to mistake civilization as a guarantee for safety, maintaining a watchful presence and analyzing every situation you currently find yourself in. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Streetwise

At 11th level, you have grown adept at weaving through crowds and quickly dodging around people. Spaces occupied by nonhostile creatures are not difficult terrain to you, and you can move through spaces occupied by hostile creatures, treating such spaces as difficult terrain.
Additionally, you have advantage on ability checks related to chases and you ignore half cover when you make an attack against another creature.

Close Quarters

At 15th level, you gain the benefits of half cover whenever one or more creatures are within 5 feet of you. As a bonus action, you can grant half cover to adjacent creatures of your choice within 5 feet of you until the start of your next turn.

     

Wind Runner

  The sky calls to the earth below, beckoning to the land. The wind whispers, screaming in the highest peaks and whispering in the quiet valleys below. You hear the voice hidden within the breeze, and it has become your constant companion. The soft caress of the air can be pleasant, but the furious tempest also carries the maddening sounds of the darkest places and the cries of the nightmares that dwell within. Rangers who follow your path reject the cruel grasp of the world beneath them, fighting against the wicked beasts and hellish things that lurk below. Your voice carries like the shout of a hurricane and your blades and arrows hiss as they cut the sky itself. You’ve chosen to embrace the breeze, calling upon it in your quest to venture beyond the earth. You’ve chosen to ascend, triumphant, to the sky.

 

Wind Runner Magic

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

Wind Runner Spells

 
Ranger Level Spells
3rd Fog Cloud
5th Gust of Wind
9th Wind Wall
13th Storm Sphere
17th Control Winds


Feather Grace

Also at 3rd level, your dedication to this path has make you light as a feather. Falling damage you take is reduced by an amount equal to five times your ranger level, to a minimum of 0.

Whisper of the Breeze

At 3rd level, your affinity to the primal element of air allows you to speak to the wind, calling it to serve your purpose. You can choose to guide the wind in different ways.
Arcing Gust. When a ranged attack misses you, you can use your reaction to whistle, guiding the projectile towards a new target. Reroll the attack roll against a different target within 30 feet of the original target.
Hurricane Shout. You take a deep breath, preparing to unleash the tempest. When a creature takes damage from an attack during your turn, you can use your reaction to let loose a buffeting yell. One creature of your choosing within 30 feet of you must make a Strength saving throw against your ranger spell save DC. If it fails, it takes 1d6 force damage and is pushed back 10 feet or knocked prone (creature’s choice).
Sky Dance. You enter a defensive stance, exhaling to call the wind to your back. When a creature misses you with an attack roll, as a reaction you can move up to 10 feet without provoking opportunity attacks.

Eye of the Tempest

At 7th level, you can control the air around you, making easier to repel missile and arrows. As a bonus action, the attack rolls of ranged weapon attacks against you have disadvantage until the start of your next turn.

Voice of the Whirlwind

Starting at 11th level, you speak plainly with the wind itself, and it answers in earnest. The options granted to you by your Whisper of the Breeze feature improve in the following ways.
Arcing Gust. The ranged attack against the new target has advantage. Hurricane Shout. If the creature fails the saving throw, it is pushed back 20 feet or are knocked prone (creature’s choice). If the creature is knocked prone or impacts a surface due to this movement, it takes an additional 2d6 force damage.
Sky Dance. When you move due to this stance, your spirit charges with power, causing your next attack to deal an extra 2d8 lightning damage.

Skyward Ascension

Beginning at 15th level, you are no longer bound to the earth that once hindered you. You can take the Dash action as a bonus action. When you take the Dash action, you gain a flying speed equal to your walking speed until the start of your next turn. You must end your movement on a solid object or the ground. If you do not, you fall but you take no falling damage and can land on your feet.


Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!