Ranger Revised in The Cantara Player's Compendium | World Anvil

Ranger Revised

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Ranger (Revised)

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.  

Ranger Conclave

LevelProf. BonusFeaturesRanger's PreyKnacksSpells Known1st2nd3rd4th5th
1st+2Fighting Style, Survival Knacks2
2nd+2Spellcasting, Ranger's Prey1d4222
3rd+2Ranger Conclave1d4333
4th+2Ability Score Improvement/Feat, Martial Versatility1d4333
5th+3Ranger Conclave Feature, Extra Attack1d63442
6th+3Hunter's Sense1d64442
7th+3Ranger Conclave feature1d64544
8th+3Ability Score Improvement/Feat1d64543
9th+41d856432
10th+4Ability Score Improvement/Feat1d856432
11th+4Ranger Conclave Feature1d857433
12th+4Ability Score Improvement/Feat1d867433
13th+51d10684331
14th+5Relentless Predator1d10784331
15th+5Ranger Conclave feature1d10794332
16th+5Ability Score Improvement/Feat1d10894332
17th+61d1281043331
18th+6Feral Senses1d1291043331
19th+6Ability Score Improvement/Feat1d1291143332
20th+6Foe Slayer1d12101143332
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
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) a dungeoneer's pack or (b) an explorer's pack

  • A longbow and a quiver of 20 arrows


Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.
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.  

Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
 

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier

class features:

Fighting Style

1st-level ranger feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
  • 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.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 

Survival Knacks

1st-level ranger feature
In the wild, you have gathered bits of primal knowledge that bolster your exploration, hunting, and tracking skills, known as Knacks. At 1st level, you learn two Knacks of your choice from the list at the end of this class description. You learn additional Knacks as you gain Ranger levels, as shown in the Knacks column on the Ranger table.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can choose one Survivalist Knack you know and replace it with another Knack of your choice for which you meet the prerequisites.
 

Ranger's Prey

2nd-level ranger feature
You can focus your ire on one foe, marking it as your prey. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature and gain the following benefits:
  • The first time each turn that you hit your Prey with a weapon attack, it takes an extra 1d4 damage from the weapon. This die changes as you gain ranger levels, as shown in the Ranger's Prey column of the ranger table.
  • You have advantage on Wisdom (Survival) checks to track your Prey, and Wisdom (Perception) checks on Search actions against your Prey.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and regain all expended uses of it when you finish a long rest.
 

Ranger Conclave

3rd-level ranger feature
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 7th, 11th, and 15th level.

Ability Score Improvement/Feat

4th-level ranger feature
Whenever you reach a level that gives this feature you can choose between these two options:
Ability Score Improvement. 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.
Feat. You can take a feat of your choice, as long as you meet it's prerequisites and qualify for it per the DM. You can take each feat only once, unless the feat’s description says otherwise.
 

Martial Versatility

4th-level ranger feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.
 

Extra Attack

5th-level ranger feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
 

Hunter's Sense

6th-level ranger feature
You have a keen intuition for detecting vulnerabilities in your prey. As an action, you can immediately learn whether the target of your Ranger's Prey 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.
 

Relentless Predator

14th-level ranger feature
You have become a tireless hunter of your quarry. Your Ranger's Prey feature is improved in the following ways:
 
  • The duration of your Ranger's Prey has become indefinite, only ending if your Prey dies or you designate a different creature.
  • If you have no uses of Ranger's Prey remaining, you can expend a spell slot of 1st-level or higher to use that feature an additional time.
  • The range of your Ranger's Prey becomes 120 feet.
 

Feral Senses

18th-level ranger feature
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

20th-level ranger feature
When your Prey dies on your turn, you can choose to immediately use a bonus action to designate another creature as your Prey. When you mark a creature in this way, you do not expend a use of your Ranger's Prey feature. Additionally, you can add your Wisdom modifier to the attack roll of the first attack you make against your Prey each turn.
 

subclass options:

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's Prey

3rd-level hunter feature
You are ruthless in pursuing your chosen prey. You gain the features below, but once you use one of these features you cannot use another until the beginning of your next turn:
  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit your Prey with a weapon attack and roll your Ranger's Prey die, add your Wisdom modifier to the roll if your prey is below it's hit point maximum.
  • Horde Breaker. When you hit your Prey with 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.
  • Cripple. When you hit your Prey with a weapon attack, you can force it to make a Dexterity saving throw against your Spell Save DC. On a failed save, its speed is reduced to 0 until the beginning of your next turn.
 

Defensive Tactics

7th-level hunter feature
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. Whenever your Prey forces you to make a saving throw and whenever you make an ability check to escape your Prey's grapple, add 1d6 to your roll.

Multiattack

11th-level hunter feature
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.
  • Targeted Strikes. Once on each of your turns when you make a weapon attack against your Prey, you can make another attack against them with the same weapon.
 

Superior Hunter's Defense

15th-level hunter feature
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.

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 Master Magic

3rd-level beast master feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rd animal friendship
5th beast sense
9th conjure animals
13th dominate beast
17th awaken
 

Primal Companion

3rd-level beast master feature
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action.
If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
 

Exceptional Training

7th-level beast master feature
The first time each turn that your beast companion hits your Prey with an attack, it adds your Ranger's Prey die to the damage roll. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
On any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
 

Bestial Fury

11th-level beast master feature
When you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
 

Share Spells

15th-level beast master feature
When you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

TCE

Beast of the Land

Medium Beast, Unaligned

Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft Climb: 40 ft

STR

14
( +2 )

DEX

14
( +2 )

CON

14
( +2 )

INT

8
( -1 )

WIS

14
( +2 )

CHA

11
( +0 )

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.   Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

TCE

Beast of the Sea

Medium Beast, Unaligned

Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 5 ft Swim: 60 ft

STR

14
( +2 )

DEX

14
( +2 )

CON

14
( +2 )

INT

8
( -1 )

WIS

14
( +2 )

CHA

11
( +0 )

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus

Amphibious. The beast can breathe both air and water.   Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB pierding or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapples ends, the beast can't use this attack on another target.

TCE

Beast of the Sky

Small Beast, Unaligned

Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 10 ft Fly: 60 ft

STR

6
( -2 )

DEX

16
( +3 )

CON

13
( +1 )

INT

8
( -1 )

WIS

14
( +2 )

CHA

11
( +0 )

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equals your bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of enemys reach.   Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.


Mage Slayer

You have dedicated yourself to hunting down those who would use magic to harm others. As a mage slayer you use weapon mastery, cunning, and supernatural prowess to thwart a spellcaster's advantages.  

Mage Slayer Magic

3rd-level mage slayer feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Mage Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rd detect magic
5th silence
9th dispel magic
13th resiliant sphere
17th wall of force
 

Spell Sense

3rd-level mage slayer feature
When you mark a creature as your Prey, you learn the following:
  • If it has a spellcasting ability and what it is
  • If it is concentrating on a spell
  • If it is subject to any magical effects, and what school of magic those effects belong to, if any.
If the creature is hidden from divination magic, such as a nondetection spell, it appears as if it cannot cast spells.

Redirect Spell

3rd-level mage slayer feature
You learn the spell absorb elements, and can cast it at 1st-level without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this feature when you finish a long rest. This doesn't count against the amount of ranger spells you know.
When you cast absorb elements, your ranged weapon attacks also take advantage of the spell's effect.
 

Spell Disruption

7th-level mage slayer feature
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
 

Ranger's Counterspell

11th-level mage slayer feature
You gain the ability to thwart someone else's magic. When you see your Prey casting a spell or teleporting within 60 feet of you, you can use your reaction to make one weapon attack against them. If the attack hits, the spell or teleport is wasted, in addition to the attack’s normal effects.
Once you use this feature, you can't use it again until you finish a short or long rest.
 

Master Spellbreaker

15th-level mage slayer feature
Your training as a Mage Slayer has reached its apex. You are resistant to all damage from spells.

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Gloom Stalker Magic

3rd-level gloom stalker feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rddisguise self
5thrope trick
9thfear
13thgreater invisibility
17thseeming
 

Dread Ambusher

3rd-level gloom stalker feature
You master the art of the ambush and gain the following benefits. 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 against your Prey on that turn, you can make one additional weapon attack against them as part of that action and add your Ranger's Prey die on a hit.

Umbral Sight

3rd-level gloom stalker feature
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
 

Iron Mind

7th-level gloom stalker feature
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

11th-level gloom stalker feature
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

15th-level gloom stalker feature
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.

Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.  

Fey Wanderer Magic

3rd-level fey wanderer feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rdcharm person
5thmisty step
9thdispel magic
13thdimension door
17thmislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
1d6 Gift
1Illusory butterflies flutter around you while you take a short or long rest.
2Fresh, seasonal flowers sprout from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color to match the season at each dawn.

Dreadful Strikes

3rd-level fey wanderer feature
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. Your Ranger's Prey die deals psychic damage and forces your Prey to make a Wisdom saving throw against your spell save DC or become frightened until the start of your next turn.
 

Otherworldly Glamour

3rd-level fey wanderer feature
Your fey qualities give you a supernatural charm. As a result, you receive the following benefits:
 
  • Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
  • You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
  • You have advantage on Charisma checks made to interact socially with your Prey.
 

Beguiling Twist

7th-level fey wanderer feature
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
 

Fey Reinforcements

11th-level fey wanderer feature
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell 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 using 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

15th-level fey wanderer feature
You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.
 

Drakewarden Origin

1d6 Origin
1You studied a dragon’s scale or claw, or a trinket from a dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2A secret order of rangers who collect and guard draconic lore taught you their ways.
3A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
 

Draconic Gift

3rd-level drakewarden feature
The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence.
You gain the following benefits:
  • Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
  • Tongue of Dragons. You learn to speak, read, and write Draconic.
 

Drake Companion

3rd-level drakewarden feature
As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
 

Bond of Fang and Scale

7th-level drakewarden feature
At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
  • Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
  • Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
  • Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake's Breath

11th-level drakewarden feature
As an action, you can cause your drake to exhale a 30-foot cone of damaging breath. The damage type of this breath is determined by their Draconic Essence. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. Your Prey has disadvantage on their saving throw.
This damage increases to 10d6 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
 

Perfected Bond

15th-level drakewarden feature
At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
  • Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
  • Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
  • Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Drake Companion CR: -

Small dragon,
Armor Class: 14 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)
Speed: 39 ft

STR

16 +3

DEX

12 +1

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

8 -1

Saving Throws: Dex +1 plus PB, Wis +2 plus PB
Damage Immunities: determined by the drake’s Draconic Essence trait
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge Rating: -

Proficiency Bonus (PB): equals your bonus   Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Reactions

Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.


Horizon Walker

Horizon walkers guard the world against metaphysical threats or those that seek to ravage the mortal realm with otherworldly magic. They seek out passages to the spirit world and keep watch over them, pursuing foes on both sides of the weave. These rangers are also friends to any spirit – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the realms.  

Horizon Walker Magic

3rd-level horizon walker feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
3rdprotection from evil and good
5thmisty step
9thhaste
13thbanishment
17thteleportation circle
 

Detect Rift

3rd-level horizon walker feature
You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Preternatural Warrior

3rd-level horizon walker feature
You learn to draw on the energy of the weave to augment your attacks.
When you roll your Ranger's Prey die against your Prey, all damage from the attack becomes force damage and they must make a Constitution saving throw against your spell save DC. On a failure, they cannot take any reactions until the start of your next turn.
 

Ethereal Step

7th-level horizon walker feature
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, you can’t use it again until you finish a short or long rest.
 

Distant Strike

11th-level horizon walker feature
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

15th-level horizon walker feature
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.
 

Survival Knacks

If a knack has prerequisites, you must meet them to learn it. You can learn the knack at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.  

Expertise

Choose one of your Ranger skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can take this Knack more than once.
 

Favored Enemy

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You can take this Knack more than once, but your choices should reflect the types of monsters you have encountered on your adventures.
 

Natural Explorer

Prerequisite: Proficiency in Wisdom (Survival)
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one of the following categories to be your favored terrain:
 
  • Alpine (mountainous and arctic terrain)
  • Woodlands (forests and jungles)
  • Wetlands (swamps, marshes, and coasts)
  • Grasslands (plains, prairie, savanna)
  • Deserts
  • Subterranean (natural caves and caverns)
When you make an Intelligence or Wisdom check related to this terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling in this terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 
You can take this Knack more than once.
 

Mountain Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You gain a climbing speed of 30 feet, and you can use your reaction to reduce any falling damage you take by an amount equal to your ranger level. If you already have a climbing speed it increases by 10 feet.
 

Aquatic Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet.
 

Arctic Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of arctic environments.
 

Desert Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You have adapted to scorching deserts. You gain resistance to fire damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of desert environments.
 

Jungle Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You have adapted to the jungles. You gain resistance to poison damage. Also, you and creatures of your choice who travel with you (maximum 10) have advantage on saving throws to resist negative effects of jungle environments.
 

Dungeon Explorer

Prerequisite: Natural Explorer, 6th-level Ranger
You have adapted to the navigation of subterranean structers, such as dungeons, mines, and tombs. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range incresases by 60 feet. Also, while travelling in these environments, your group can't become lost except by magical means.
 

Sky Watcher

You have a knack for spotting the subtle signs of incoming weather, and as a result you always know what the next day's weather will be.  

Worldly Traveler

You learn a language of your choice that your character has picked up over the course of their travels.  

Fey Guardian

Prerequisite: Proficiency in Wisdom (Animal Handling), 3rd-level ranger
You have bound yourself with a minor nature spirit. You learn the find familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar is always a fey creature.
 

Primeval Awareness

Prerequisite: 3rd Level ranger
You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the table below. These spells don't count against the number of ranger spells you know.
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ranger LevelSpells
3rdspeak with animals
5thbeast sense
9thspeak with plants
13thlocate creature
17thcommune with nature
 

Natural Regeneration

Prerequisite: 6th-level Ranger
When you finish a short rest, you can recover one 1st-level spell slot as long as you expend at least one Hit Die to regain hit points during that rest.
 

Pack Leader

Prerequisite: 6th-level Ranger
When an ally hits your Ranger's Prey with a weapon attack, they may add your Ranger's Prey die to the damage roll. Once this ability has been used, it cannot be used again by any creature until the end of your next turn.
 

Tireless

Prerequisite: 9th-level Ranger
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
 

Vanish

Prerequisite: 12th-level ranger
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.

Counterattack

Prerequisite: 14th-level Ranger
When a creature within 60 feet makes an attack against a creature other than yourself, you can use your reaction to make a weapon attack against the attacker if they are within range of your weapon. If your attack hits, it deals damage normally and the attacker automatically misses.You can use this ability a number of times equal to your Wisdom modifer (minimum 1), and regain all expended uses at the end of a long rest.
 

Archer I

Prerequisite: 3rd-level Ranger
If you haven't moved on your turn and roll damage for a ranged weapon Attack, you can reroll the damage dice and use either total. Once you use this ability, you cannot move until the end of your turn.
 

Archer II

Prerequisite: Archer I, 6th-level Ranger
You can make opportunity attacks with ranged weapons, and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon Attack rolls.
 

Archer III

Prerequisite: Archer II, 12th-level Ranger
When you hit a creature with a ranged weapon attack, you can use your bonus action to force the creature to make a Constitution saving throw against your Spell Save DC. On a failed save, the creature is blinded, deafened, frightened, muted, poisoned, or restrained (your choice) until the beginning of your next turn.
 

Herbalist I

Prerequisite: Proficiency in Intelligence (Nature) or Wisdom (Survival)
You have a deep knowledge of plants and their healing properties. You gain proficiency with Herbalism Kits, and you have advantage on Wisdom (Survival) checks to forage for useful plants, Intelligence (Nature) checks to identify plants and their properties, and on Wisdom (Medicine) checks made to stabilize creatures.
 

Herbalist II

Prerequisite: Herbalist I, 3rd-Level Ranger
When you take a short rest, you can spend the time creating a natural tonic that refreshes the body's vigor. When you finish the rest, you and any friendly creatures who rest with you regain an additional 1d8 hit points as long as they expend at least one Hit Die to regain hit points.
 

Herbalist III

Prerequisite: Herbalist II, 9th-level ranger
When you take a short rest, you can spend the time creating a natural poultice that alleviates harmful conditions on the body. When you finish the rest, you can apply the effects of the lesser restoration spell to one creature that expends at least one hit die to regain hitpoints, without expending a spell slot. You do not need to know the spell to use this ability.
 

Land's Stride I

Prerequisite: Proficiency in Strength (Athletics)
Your walking speed increases by 5 feet.
 

Land's Stride II

Prerequisite: Land's Stride I, 6th-level Ranger
Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
 

Land's Stride III

Prerequisite: Land's Stride II, 9th-level ranger
Your walking speed increases by 10 feet and moving through magically created difficult terrain costs you no extra movement.
 

Slayer I

Prerequisite: 3rd-level Ranger
When your Prey is within 5 feet of you and 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.
 

Slayer II

Prerequisite: Slayer I, 6th-level Ranger
Your weapon attacks against your Prey ignore any resistance to nonmagical slashing, piercing, or bludgeoning damage.
 

Slayer III

Prerequisite: Slayer II, 12th-level Ranger
Each time on your turn that you hit your Prey with a weapon attack, you can add your Ranger's Prey die to the damage roll.
 

Stalker I

Prerequisite: Proficiency in Dexterity (Stealth), 3rd-level Ranger
Any Dexterity (Stealth) check that you make gets a +5 boost against any Wisdom (Perception) checks your Prey makes to find you.
 

Stalker II

Prerequisite: Stalker I, 6th-level Ranger
Your Prey cannot hide from you. You always know the exact direction and distance of your prey while you are on the same plane of existence.
 

Stalker III

Prerequisite: Stalker II, 9th-level ranger
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.
 

Trapper I

Prerequisite: Proficiency in Wisdom (Survival), 3rd-level Ranger
You are adept at creating traps to snare your quarry. You can spend 1 minute to set a hidden trap made out of natural materials in an adjacent 5-foot space. The first creature to move into the area must succeed on a Dexterity saving throw against your Spell Save DC or become restrained.
A creature repeats its saving throw at the start of each turn, ending the effect on a success. A creature can detect a trap by succeeding on an Intelligence (Investigation) check against your Spell Save DC. You can have a number of active traps equal to your Wisdom modifier (minimum of 1 trap).
 

Trapper II

Prerequisite: Trapper I, 6th-level Ranger
You have become a master of efficently rigging your snares. You can set a trap as an action, and when you do so you can choose to have it harm as well as restrain its victim. If set this way, when a creature fails their saving throw against it, roll your Ranger's Prey die. The creature takes that much piercing damage as well as becoming restrained.
 

Trapper III

Prerequisite: Trapper II, 12th-level Ranger
When you set a trap, you can choose to have it cripple its victim rather than restrain them. When a creature fails its saving throw against your trap, it takes piercing damage equal to your roll of your Ranger's Prey die, and becomes blinded, deafened, muted, or poisoned for 1 minute. You must choose which effect the trap causes when you set it.
At the start of each of its turns, the creature can make a Constitution saving throw against your Spell Save DC, ending the effect on a success.
 

Warden I

Prerequisite: Proficiency in Wisdom (Perception), 6th-level Ranger
You learn the spell find traps, which doesn't count against the number of ranger spells you know.
You can cast this spell once without expending a spell slot. Once you cast the spell in this way, you can't do so again until you finish a long rest.
 

Warden II

Prerequisite: Warden I, 9th-level ranger
During short or long rests and while conscious, you have a +5 bonus to your passive perception and initiative, and you can't be surprised.
 

Warden III

Prerequisite: Warden II, 14th-level ranger
When a creature you can see is subjected to an effect that allows them to make a Dexterity saving throw, you can use your reaction to move up to half your movement speed in their direction. If you end this movement within 5ft of the creature, you can give them advantage on the saving throw. If the effect would allow them to take only half damage on a success, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
 

Ranger Spell List

1st Level
Absorb Elements**
Alarm
Animal Friendship
Beast Bond**
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Entangle
Fog Cloud
Goodberry
Hail of Thorns
Jump
Longstrider
Searing Smite
Snare**
Speak with Animals
Zephyr Strike**
2nd Level
Aid
Animal Messenger
Barkskin
Beast Sense
Cordon of Arrows
Darkvision
Enhance Ability
Find Traps
Gust of Wind
Healing Spirit**
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon
Pass without Trace
Protection from Poison
Silence
Spike Growth
Summon Beast*
3rd Level
Conjure Animals
Conjure Barrage
Daylight
Elemental Weapon
Flame Arrows**
Lightning Arrow
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Revivify
Speak with Plants
Summon Fey*
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Dominate Beast
Freedom of Movement
Grasping Vine
Guardian of Nature**
Locate Creature
Stoneskin
Summon Elemental*
5th Level
Commune with Nature
Conjure Volley
Greater Restoration
Steel Wind Strike**
Swift Quiver
Tree Stride
Wrath of Nature**