# Ranger | **Class Overview** | | | ------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Primary Ability** | [[Dexterity]] and [[Wisdom]] | | **Hit Point Die** | D10 per Ranger level | | **Save Proficiencies** | - [[Strength]]<br>- [[Dexterity]] | | **Skill Proficiencies**<br>_(Choose three)_ | - [[Animal Handling]]<br>- [[Athletics]]<br>- [[Insight]]<br>- [[Investigation]]<br>- [[Nature]]<br>- [[Perception]]<br>- [[Stealth]]<br>- [[Survival]] | | **Weapons<br>Proficiencies** | - [[Simple weapons]]<br>- [[Martial weapons]] | | **Armor<br>Proficiencies** | - [[Light armor]]<br>- [[Medium armor]]<br>- [[Shield\|Shields]] | | **Tool <br>Proficiencies** | - None | | **Starting <br>Equipment** | - [[Scale Mail]] or [[Leather Armor\|leather armor]]<br>- 2 [[Shortsword\|shortswords]] or 2 simple melee weapons<br>- 1 [[Dungeoneer's Pack]] or 1 [[Explorer's Pack]]<br>- 1 [[Longbow]] and 1 [[Quiver]] of 20 [[Arrows\|arrows]]<br>- 15 🅖 | | **Subclasses** <br>*(Ranger Archetypes)* | - [[#Beast Master]]<br>- [[#Drakewarden]]<br>- [[#Fey Wanderer]]<br>- [[#Gloom Stalker]]<br>- [[#Horizon Walker]]<br>- [[#Hunter]]<br>- [[#Monster Slayer]]<br>- [[#Swarmkeeper]] \| | ## Class Features | **Level** | **Features** | **Proficiency <br>Bonus** | | --------- | ------------------------------------------------------------- | ------------------------- | | 1st | [[#Favored Enemy]], [[#Natural Explorer]] | +2 | | 2nd | [[#Fighting Style]], [[#Spellcasting]] | +2 | | 3rd | [[#Subclass: Ranger Archetype]], [[#Primeval Awareness]] | +2 | | 4th | [[#Ability Score Improvement]] | +2 | | 5th | [[#Extra Attack]] | +3 | | 6th | [[#Favored Enemy]] and [[#Natural Explorer]] Improvements | +3 | | 7th | [[#Subclasses – Ranger Archetypes\|Ranger Archetype Feature]] | +3 | | 8th | [[#Ability Score Improvement]], [[#Land's Stride]] | +3 | | 9th | — | +4 | | 10th | [[#Natural Explorer]] Improvement, [[#Hide in Plain Sight]] | +4 | | 11th | [[#Subclasses – Ranger Archetypes\|Ranger Archetype Feature]] | +4 | | 12th | [[#Ability Score Improvement]] | +4 | | 13th | — | +5 | | 14th | [[#Favored Enemy]] Improvement, [[#Vanish]] | +5 | | 15th | [[#Subclasses – Ranger Archetypes\|Ranger Archetype Feature]] | +5 | | 16th | [[#Ability Score Improvement]] | +5 | | 17th | — | +6 | | 18th | [[#Feral Senses]] | +6 | | 19th | [[#Ability Score Improvement]] | +6 | | 20th | [[#Foe Slayer]] | +6 | ### Level 1 #### Favored Enemy > Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. > > Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. > > You have advantage on Wisdom ([[Survival]]) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. > > When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. > > You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. #### Natural Explorer > You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. > > While traveling for an hour or more in your favored terrain, you gain the following benefits: > > - Difficult terrain doesn't slow your group's travel. > - Your group can't become lost except by magical means. > - Even when you are engaged in another activity while traveling, you remain alert to danger. > - If you are traveling alone, you can move stealthily at a normal pace. > - When you forage, you find twice as much food as you normally would. > - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. > > You choose additional favored terrain types at 6th and 10th level. --- ### Level 2 #### Fighting Style > At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. > > - ***Archery.*** > You gain a +2 bonus to attack rolls you make with ranged weapons. > > - ***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.*** > _(Optional)_ 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. > > - ***Great Weapon Fighting.*** > When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. > > - ***Interception.*** > When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. > > - ***Protection.*** > When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. > > - ***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. > > - ***Unarmed Fighting.*** > Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature [[Grappled]] by you. #### 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. See [Spells Rules] for the general rules of spellcasting and the [Spells Listing] for the ranger spell list. > > ***Spell Slots.*** > The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. > > For example, if you know the 1st-level spell [[Animal Friendship]] and have a 1st-level and a 2nd-level spell slot available, you can cast [[Animal Friendship]] using either slot. > > ***Spells Known of 1st Level and Higher.*** > You know two 1st-level spells of your choice from the ranger spell list. > > The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. > > Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. > > ***Spellcasting Ability.*** > Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. > > **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = your proficiency bonus + your Wisdom modifier > > ***Spellcasting Focus.*** > _(Optional)_ You can use a druidic focus as a spellcasting focus for your ranger spells. | **Level** | **Spells <br>Known** | **1st** | **2nd** | **3rd** | **4th** | **5th** | | --------- | -------------------- | ------- | ------- | ------- | ------- | ------- | | 1st | — | — | — | — | — | — | | 2nd | 2 | 2 | — | — | — | — | | 3rd | 3 | 3 | — | — | — | — | | 4th | 3 | 3 | — | — | — | — | | 5th | 4 | 4 | 2 | — | — | — | | 6th | 4 | 4 | 2 | — | — | — | | 7th | 5 | 4 | 3 | — | — | — | | 8th | 5 | 4 | 3 | — | — | — | | 9th | 6 | 4 | 3 | 2 | — | — | | 10th | 6 | 4 | 3 | 2 | — | — | | 11th | 7 | 4 | 3 | 3 | — | — | | 12th | 7 | 4 | 3 | 3 | — | — | | 13th | 8 | 4 | 3 | 3 | 1 | — | | 14th | 8 | 4 | 3 | 3 | 1 | — | | 15th | 9 | 4 | 3 | 3 | 2 | — | | 16th | 9 | 4 | 3 | 3 | 2 | — | | 17th | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | 11 | 4 | 3 | 3 | 3 | 2 | #### Additional Ranger Spells > _(Optional)_ The following spells expand the ranger spell list. The list is organized by spell level, not character level. | Level | Additional Spells | | ----- | ---------------------------------------------------------------------------------- | | 1st | [[Entangle]], [[Searing Smite]] | | 2nd | [[Aid]], [[Enhance ability]], [[Gust of Wind]], [[Magic Weapon]], [[Summon Beast]] | | 3rd | [[Elemental Weapon]], [[Meld into Stone]], [[Revivify]], [[Summon Fey]] | | 4th | [[Dominate Beast]], [[Summon Elemental]] | | 5th | [[Greater Restoration]] | --- ### Level 3 #### Subclass: Ranger Archetype > At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. > > Here is a list of playable Ranger Archetypes: > > - [[#Beast Master]] > - [[#Drakewarden]] > - [[#Fey Wanderer]] > - [[#Gloom Stalker]] > - [[#Horizon Walker]] > - [[#Hunter]] > - [[#Monster Slayer]] > - [[#Swarmkeeper]] #### Primeval Awareness > Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. #### Primal Awareness > _(Optional — replaces Primeval Awareness)_ You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. |Ranger Level|Spell| |---|---| |3rd|[[Speak with Animals]]| |5th|[[Beast Sense]]| |9th|[[Speak with Plants]]| |13th|[[Locate Creature]]| |17th|[[Commune with Nature]]| > You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. #### Deft Explorer > _(Optional — replaces Natural Explorer)_ You are an unsurpassed explorer and survivor. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. > > _**Canny (1st Level).**_ Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. > > _**Roving (6th Level).**_ Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. > > _**Tireless (10th Level).**_ As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1). 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. #### Favored Foe > _(Optional — replaces Favored Enemy)_ When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). > > The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. > > You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases to 1d6 at 6th level and to 1d8 at 14th level. --- ### Level 4 #### 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. > > Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. #### Martial Versatility > _(Optional)_ 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. --- ### Level 5 #### Extra Attack > Beginning at 5th level, you can attack twice, instead of once, whenever you take the [[Attack]] action on your turn. --- ### Level 8 #### 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 as those created by the [[Entangle]] spell. --- ### Level 10 #### Hide in Plain Sight > Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. > > Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity ([[Stealth]]) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. #### Nature's Veil > _(Optional — replaces Hide in Plain Sight)_ 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. --- ### Level 14 #### Vanish > Starting at 14th level, you can use the [[Hide]] action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. --- ### Level 18 #### 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]]. --- ### Level 20 #### Foe Slayer > At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. --- ## Subclasses – Ranger Archetypes The ideal of the ranger has classic expressions. These are detailed below. Here are all playable Ranger Archetypes listed below: - [[#Beast Master]] - [[#Drakewarden]] - [[#Fey Wanderer]] - [[#Gloom Stalker]] - [[#Horizon Walker]] - [[#Hunter]] - [[#Monster Slayer]] - [[#Swarmkeeper]] --- ### Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike. | Ranger Level | Feature | | ------------ | ------------------------- | | 3rd | [[#Ranger's Companion]] | | 7th | [[#Exceptional Training]] | | 11th | [[#Bestial Fury]] | | 15th | [[#Share Spells]] | #### Ranger's Companion > At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. > > The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the [[Attack]], [[Dash]], [[Disengage]], or [[Help]] action. If you don't issue a command, the beast takes the [[Dodge]] action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the [[Attack]] action. > > If you are [[Incapacitated]] or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. > > While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. > > If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements. #### Exceptional Training > Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the [[Dash]], [[Disengage]], or [[Help]] action on its turn. > > In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Bestial Fury > Starting at 11th level, when you command your beast companion to take the [[Attack]] action, the beast can make two attacks, or it can take the Multiattack action if it has that action. #### Share Spells > Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. --- ### 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. | d6 | Origin | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic. | | 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. | | 3 | A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. | | 4 | You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power. | | 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. | | 6 | You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there. | | Ranger Level | Feature | | ------------ | -------------------------------------------------- | | 3rd | [[#Draconic Gift]], [[#Drake Companion]] | | 7th | [[#Bond of Fang and Scale]] | | 11th | [[#Drake's Breath]] | | 15th | [[#Perfected Bond]] | #### Draconic Gift > At 3rd level, 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 or one other language of your choice. #### Drake Companion > At 3rd level, 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. > > 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. 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. 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. > [!NOTE] Drake Companion > *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** 40 ft. > > | STR | DEX | CON | INT | WIS | CHA | > | ------- | ------- | ------- | ------- | ------- | ------- | > | 16 (+3) | 12 (+1) | 15 (+2) | 8 (−1) | 14 (+2) | 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** — **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. #### Bond of Fang and Scale > 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 > At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. > > This damage increases to 10d6 when you reach 15th level in this class. > > Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. #### Perfected Bond > 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. --- ### 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. | Ranger Level | Feature | | ------------ | ---------------------------------------------- | | 3rd | [[#Dreadful Strikes]], [[#Fey Wanderer Magic]], [[#Otherworldly Glamour]] | | 7th | [[#Beguiling Twist]] | | 11th | [[#Fey Reinforcements]] | | 15th | [[#Misty Wanderer]] | #### Dreadful Strikes > At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. > > The extra damage increases to 1d6 when you reach 11th level in this class. #### Fey Wanderer Magic > 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 | | ------------ | ------------------- | | 3rd | [[Charm Person]] | | 5th | [[Misty Step]] | | 9th | [[Dispel Magic]] | | 13th | [[Dimension Door]] | | 17th | [[Mislead]] | > You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. | d6 | Appearance | | --- | -------------------------------------------------------------------------------- | | 1 | Illusory butterflies flutter around you while you take a short or long rest. | | 2 | Fresh, seasonal flowers sprout from your hair each dawn. | | 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. | | 4 | Your shadow dances while no one is looking directly at it. | | 5 | Horns or antlers sprout from your head. | | 6 | Your skin and hair change color to match the season at each dawn. | #### Otherworldly Glamour > At 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). > > In addition, you gain proficiency in one of the following skills of your choice: [[Deception]], [[Performance]], or [[Persuasion]]. #### Beguiling Twist > At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being [[Charmed]] or [[Frightened]]. > > In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. #### Fey Reinforcements > At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know [[Summon Fey]]. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. > > Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. #### Misty Wanderer > At 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast [[Misty Step]] without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. > > In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. --- ### Gloom Stalker 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. | Ranger Level | Feature | | ------------ | ----------------------------------------------------------------- | | 3rd | [[#Gloom Stalker Magic]], [[#Dread Ambusher]], [[#Umbral Sight]] | | 7th | [[#Iron Mind]] | | 11th | [[#Stalker's Flurry]] | | 15th | [[#Shadowy Dodge]] | #### Gloom Stalker Magic > Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spell | | ------------ | ------------------------- | | 3rd | [[Disguise Self]] | | 5th | [[Rope Trick]] | | 9th | [[Fear]] | | 13th | [[Greater Invisibility]] | | 17th | [[Seeming]] | #### Dread Ambusher > At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. > > At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the [[Attack]] action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. #### Umbral Sight > At 3rd level, you gain [[Darkvision]] out to a range of 60 feet. If you already have [[Darkvision]] from your race, its range increases by 30 feet. > > You are also adept at evading creatures that rely on [[Darkvision]]. While in darkness, you are [[Invisible]] to any creature that relies on [[Darkvision]] to see you in that darkness. #### Iron Mind > By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### Stalker's Flurry > At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. #### Shadowy Dodge > Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll. --- ### Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. | Ranger Level | Feature | | ------------ | ------------------------------------------------------------- | | 3rd | [[#Horizon Walker Magic]], [[#Detect Portal]], [[#Planar Warrior]] | | 7th | [[#Ethereal Step]] | | 11th | [[#Distant Strike]] | | 15th | [[#Spectral Defense]] | #### Horizon Walker Magic > Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spell | | ------------ | ---------------------------------- | | 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 Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres to towering giants and terrifying dragons. | Ranger Level | Feature | | ------------ | -------------------------------- | | 3rd | [[#Hunter's Prey]] | | 7th | [[#Defensive Tactics]] | | 11th | [[#Multiattack]] | | 15th | [[#Superior Hunter's Defense]] | #### Hunter's Prey > At 3rd level, you gain one of the following features of your choice. ##### Colossus Slayer > Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. ##### Giant Killer > When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. ##### Horde Breaker > Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. #### Defensive Tactics > At 7th level, you gain one of the following features of your choice. ##### Escape the Horde > Opportunity attacks against you are made with disadvantage. ##### Multiattack Defense > When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. ##### Steel Will > You have advantage on saving throws against being [[Frightened]]. #### Multiattack > At 11th level, you gain one of the following features of your choice. ##### Volley > You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. ##### Whirlwind Attack > You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. #### Superior Hunter's Defense > At 15th level, you gain one of the following features of your choice. ##### Evasion > When you are subjected to an effect, such as a red dragon's fiery breath or a [[Lightning Bolt]] spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ##### Stand Against the Tide > When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. ##### Uncanny Dodge > When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. --- ### Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. | Ranger Level | Feature | | ------------ | ------------------------------------------------------------- | | 3rd | [[#Monster Slayer Magic]], [[#Hunter's Sense]], [[#Slayer's Prey]] | | 7th | [[#Supernatural Defense]] | | 11th | [[#Magic-User's Nemesis]] | | 15th | [[#Slayer's Counter]] | #### 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 know. | Ranger Level | Spell | | ------------ | ---------------------------------- | | 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. 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. --- ### Swarmkeeper Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. | Ranger Level | Feature | | ------------ | -------------------------------------------- | | 3rd | [[#Gathered Swarm]], [[#Swarmkeeper Magic]] | | 7th | [[#Writhing Tide]] | | 11th | [[#Mighty Swarm]] | | 15th | [[#Swarming Dispersal]] | #### Gathered Swarm > At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. | d4 | Appearance | | --- | ----------------------- | | 1 | Swarming insects | | 2 | Miniature twig blights | | 3 | Fluttering birds | | 4 | Playful pixies | > Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: > - The attack's target takes 1d6 piercing damage from the swarm. > - The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. > - You are moved by the swarm 5 feet horizontally in a direction of your choice. #### Swarmkeeper Magic > At 3rd level, you learn the [[mage hand]] cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. > > You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Ranger Level | Spells | | ------------ | ------------------------------- | | 3rd | [[Faerie Fire]], [[mage hand]] | | 5th | [[Web]] | | 9th | [[Gaseous Form]] | | 13th | [[Arcane Eye]] | | 17th | [[Insect Plague]] | #### Writhing Tide > At 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are [[Incapacitated]]. > > You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Mighty Swarm > At 11th level, your Gathered Swarm grows mightier in the following ways: > - The damage of Gathered Swarm increases to 1d8. > - If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature [[Prone]]. > - When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. #### Swarming Dispersal > At 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. > > You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.