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Ranger Class

Rangers are wilderness warriors skilled in tracking and hunting monsters that threaten civilization, utilizing both combat and nature-based spells. They are independent adventurers, often working alone or in small groups to protect borderlands from various threats. Rangers can choose specific favored enemies and terrains, enhancing their abilities and survival skills in the wild, while also having the option to adopt archetypes like the Beast Master for companionship with animals.

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0% found this document useful (0 votes)
13 views25 pages

Ranger Class

Rangers are wilderness warriors skilled in tracking and hunting monsters that threaten civilization, utilizing both combat and nature-based spells. They are independent adventurers, often working alone or in small groups to protect borderlands from various threats. Rangers can choose specific favored enemies and terrains, enhancing their abilities and survival skills in the wild, while also having the option to adopt archetypes like the Beast Master for companionship with animals.

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stylenz
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Ranger Class Details

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he
knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose
an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the
cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick
scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back
to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends
the hawk to distract the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms 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.

Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly
dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are
particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness
nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed,
stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of
protecting the borderlands.

Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to
defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some
places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though,
are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger
might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life
far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and
whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration,
and compassion. But they quickly learn that other adventurers who can carry their own weight in a
fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to
feed themselves or find fresh water in the wild, but they make up for it in other ways.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular
capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the
ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same
kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a
band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You
might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to
nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone
you loved or destroy your home village? Or did you see too much of the destruction these monsters
cause and commit yourself to reining in their depredations? Is your adventuring career a continuation
of your work in protecting the borderlands, or a significant change? What made you join up with a
band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you
welcome the relief from solitude that they offer?
QUICK BUILD
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest
ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength
higher than Dexterity.) Second, choose the outlander background.

The Ranger Table


Level Proficiency Features Spells —Spell Slots per Spell Level—
Bonus Known

1st 2nd 3rd 4th 5th

1st +2 Favored Enemy, — — — — — —


Natural Explorer

2nd +2 Fighting Style, 2 2 — — — —


Spellcasting
3rd +2 Ranger 3 3 — — — —
Archetype,
Primeval
Awareness

4th +2 Ability Score 3 3 — — — —


Improvement

5th +3 Extra Attack 4 4 2 — — —

6th +3 Favored Enemy 4 4 2 — — —


and Natural
Explorer
Improvements

7th +3 Ranger 5 4 3 — — —
Archetype
Feature

8th +3 Ability Score 5 4 3 — — —


Improvement,
Land’s Stride
9th +4 — 6 4 3 2 — —

10th +4 Natural Explorer 6 4 3 2 — —


Improvement,
Hide in Plain
Sight

11th +4 Ranger 7 4 3 3 — —
Archetype
Feature

12th +4 Ability Score 7 4 3 3 — —


Improvement

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy 8 4 3 3 1 —


Improvement,
Vanish
15th +5 Ranger 9 4 3 3 2 —
Archetype
Feature

16th +5 Ability Score 9 4 3 3 2 —


Improvement

17th +6 — 10 4 3 3 3 1

18th +6 Feral Senses 10 4 3 3 3 1

19th +6 Ability Score 11 4 3 3 3 2


Improvement

20th +6 Foe Slayer 11 4 3 3 3 2


Class Features
As a ranger, you gain the following class features.

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

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

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
● (a) 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

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.
As you gain levels, your choices should reflect the types of monsters you have encountered on your
adventures.

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 (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 choose additional favored terrain types at 6th and 10th level.

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.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.

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

Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast
spells, much as a druid does. 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

Ranger Archetype
At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end
of the class description or one from another source. Your choice grants you features at 3rd level and
again at 7th, 11th, and 15th level.

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.

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.

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

Land’s Stride
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You
can also pass through nonmagical plants without being slowed by them and without taking damage
from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or
manipulated to impede movement, such those created by the entangle spell.
Hide in Plain Sight
Starting at 10th level, you can 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.

Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be
tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you
attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack
rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the
creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer
At 20th level, you become an unparalleled hunter 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.

Ranger Archetypes
The ideal of the ranger has classic expressions. These are detailed below.

Ranger: Beast Master Conclave

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.
Source: Player's Handbook

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 (Player's Handbook Appendix D presents statistics for the hawk, mastiff, and panther as
examples). 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 its normal maximum or
four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice
during a short rest.
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. While traveling
through your favored terrain with only the beast, you can move stealthily at a normal pace.
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.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another
beast that isn’t hostile to you, either the same type of beast as before or a different one.

Primal Companion (Optional)


This 3rd-level feature replaces the Ranger's Companion 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.
Beast of the Land

Medium beast

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 40ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

Senses: darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): 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.

Beast of the Sea

Medium beast

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 60ft.

STR DEX CON INT WIS CHA

14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)

Senses: darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): 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 piercing
or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this
grapple ends, the beast can't use this attack on another target.

Beast of the Sky

Small beast

Armor Class: 13 + PB (natural armor)

Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

Speed: 10 ft., fly 60ft.

STR DEX CON INT WIS CHA

6 (-2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)

Senses: darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Challenge: —

Proficiency Bonus (PB): equals your bonus

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's 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.
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.

Ranger: 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.
Source: Fizban's Treasury of Dragons
Drakewarden Origin

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, watching you.

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. 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.
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.

Ranger: 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.
Source: Tasha's Cauldron of Everything

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


Also 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.
Fey Wanderer spells

Ranger Level Spell


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.
Feywild Gifts

d6 Gift

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
Additionally 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
Beginning 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 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
When you reach 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.

Ranger: Gloom Stalker Conclave

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.
Source: Xanathar's Guide to Everything

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.
Gloom Stalker Spells

Ranger Level Spells

3rd Disguise Self

5th Rope Trick

9th Fear

13th Greater Invisibility

17th Seeming
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls
equal to your Wisdom modifier.
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.

Ranger: Horizon Walker Conclave

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.
Source: Xanathar's Guide to Everything
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.
Horizon Walker Spells

Ranger Level Spells

3rd Protection from Evil and Good

5th Misty Step

9th Haste

13th Banishment

17th Teleportation Circle

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

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 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
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the
Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it
against a third creature.

Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries
to lessen the harm done to you during battle. When you take damage from an attack, you can use
your reaction to give yourself resistance to all of that attack's damage on this turn.

Ranger: Monster Slayer Conclave

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.
Source: Xanathar's Guide to Everything

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.
Monster Slayer Spells

Ranger Level Spells

3rd Protection from Evil and Good

5th Zone of Truth

9th Magic Circle

13th Banishment

17th Hold Monster

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an
action, choose one creature you can see within 60 feet of you. You immediately learn whether the
creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature
is hidden from divination magic, you sense that it has no damage immunities, resistances, or
vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You
regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a
bonus action, you designate one creature you can see within 60 feet of you as the target of this
feature. 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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Ranger: 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.
Source: Tasha's Cauldron of Everything

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.
Swarm Appearance
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
Also 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.
Swarmkeeper spells

Ranger Level Spell

3rd Faerie Fire, Mage Hand

5th Web

9th Gaseous Form

13th Arcane Eye

17th Insect Plague

Writhing Tide
Beginning 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 the 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
When you reach 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.

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.

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.

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