Ranger
All that is gold does not glitter. But frankly, if you've got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value.
Control of the Market
The notion of being a defender is core to your identity as a ranger. As a member of DPT Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure profit is never an end in and of itself, but whatever deep-seated personal goals you only ever talk about in the dead of night over a dying fire, those goals need financing. Your role as a defender and a controller of problems makes you a natural leader for sure. Your sense of selflessness and integrity can help shape and guide the more unscrupulous business plans of your allies. Likewise, the other members of your franchise might panic when t hat crate of figu rines of wondrous power you acquired turns out to all be self-activating obsidian steeds. But you bave the steady nerves and earnest resolve to revert and revise any pear-shaped plans.
Ranger
You start with the following equipment:
- (a) scale mail or (b) leather armor
- (a) two tactical tomahawks or (b) two simple melee weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- (a)A longbow and a quiver of 20 arrows or (b) A sniper rifle and 20 rounds of ammunition
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.
Spell Points
The Ranger table shows how many spell points you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend points of the spell’s level or higher. You regain all expended spell points when you finish a long rest.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 can cast. 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 can cast.
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.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.
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.
Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
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.
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 point to focus your awareness on the region around you. For 1 minute per level of the spell 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 1 and your choice of either one combat or skill feat. As normal, you can’t increase an ability score above 20 using this feature.
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.
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’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.
Draconic Gift
3rd-Level Drakewarden Feature
The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Thaumaturgy. You learn the thaumaturgy cantrip, which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Drake Companion
3rd-Level Drakewarden Feature
As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell point to summon it.
Bond of Fang and Scale
7th-Level Drakewarden Feature
The bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the drake gain the following benefits:
Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence.
Drake’s Breath
11th-Level Drakewarden Feature
As an action, you can 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 3 spell points to use it again.
Perfected Bond
15th-Level Drakewarden Feature
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.
Drone Expert
Rangers in the modern world have learned to bring support resources that are a bit more predictable and less independent minded than wild animals. Using a form of magically implanted artificial intelligence, Drone Experts can instill consciousness in their drones, and some have even developed personalities. This drone becomes a constant companion, aiding you both in and out of combat.
Hide in Plain Sight
When you select this archetype at 3rd level, the nature of your Hide in Plain Sight class feature changes to instead allows you to hide in urban environments. A similar mix of plants, dirt, and grime can be used, but supplemented with things like newspaper, cardboard, and other elements of refuse and clutter found in the city.
Tool Proficiency
Starting at 3rd level, you gain proficiency with Engineering Kits. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Drone Master Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Drone Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | catapult |
5th | enkidle |
9th | fly |
13th | fabricate |
17th | command objects |
Chimera Drone
At 3rd level, you have engineered a robot with synthetic materials, machine parts, and refined oil, then magically infused it with life and sentience. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the chimera drone stat block. You determine the build and style of the drone. In combat, the chimera drone shares your initiative count, but takes its turn immediately after yours. If it has been destroyed within the last hour, you can use your Engineering Kit as an action to repair it, provided you are within 5 feet of it and you expend a spell point. The chimera drone returns to operation after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new chimera drone if you have your Engineering Kit with you. If you already have a chimera drone from this feature, the first one immediately ceases to function.
Loadout
By 3rd level, you have developed combat and utility attachments for your drone. Choose two of the following attachments to modify your chimera drone.
- Hacker-Bot. The drone gains proficiency with engineering kits, hacking tools, and it gains the benefits of having the hacking tools augment installed. It can launch a built in universal cable up to 30 feet to connect itself to a port it can see.
- Primed Shot. The drone can use its primed shot attack.
- Razor Casing. The drone can use its razor casing attack.
- Serum Shot. You can use your bonus action to cause a creature of your choice within 30 feet of the drone that it can see to regain hit points equal to 1d6 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
- Shock Prod. The drone can use its shock prod attack.
Over the course of a long rest, you can replace your chimera drone’s attachments with two attachments of your choice.
Coordinated Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, when you take the Attack action on your turn, you can forgo one or two of your attacks to have your drone use its reaction to make the attacks instead.
Upgrades
At 7th level, you have refined your engineering to improve your drone’s attachments. Each attachment gains its respective additional abilities or effects.
- Hacker-Bot. As an action, the drone can cause an EMP at a point it can see within 60 feet of it. Machines, constructs, and vehicles within 30-foot radius of that point are subjected to EMP. Machines in the area cease to function for 1 minute. Constructs in the area with the Electronics feature must succeed on a Constitution saving throw against your spell save DC or they are stunned until the end of your next turn. Vehicles in the area must succeed on a Constitution saving throw against your spell save DC or its movement speed is reduced to 0 and can’t take actions or reactions until the end of the drone’s next turn. Additionally, wireless and radio connections within a 100-foot-radius radius of the point are suppressed for 1 minute. Once the drone uses this ability, it must finish a short or long rest before it can use it again.
- Primed Shot. High caliber guns replace the original onboard weaponry. The damage die for this attack increases to a d12.
- Razor Casing. On a hit, the drone deploys a net made of sharp intertwined wire which can grapple a creature up to one size larger than it. Until this grapple
- ends, the chimera drone can’t use its razor casing against another target.
- Serum Shot. Instead of regaining hit points, this ability can end either one disease or one condition for the creature. The condition can be blinded, deafened, paralyzed, poisoned, or stunned.
- Shock Prod. A creature hit by this attack can’t take reactions until the start of its next turn and its speed is reduced by 10 feet. Additionally, the drone’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Rise of the Machines
At 11th level, through a combination of magic and machinery, your chimera drone has achieved the cutting edge of technological superiority. You can choose one of the following advanced attachments to modify your chimera drone.
- Hijack Module. Your drone can cast commandeer vehicle using your spell save DC and requiring no components. Once this ability has been used, it cannot be used again until it finishes a long rest. If the drone is proficient with hacking tools, it can add your proficiency bonus to ability checks made with its hacking tools.
- Autocannon. Your drone’s onboard weapons are converted to fully-automatic. Your drone can now use the burst fire and suppressing fire actions when attacking.
- Riot Control. Your drone is equipped with armor plating and a smoke dispersal system. The drone’s AC increases by 2, and as an attack action it can disperse a cloud of gas or smoke centered on itself. The gas or smoke behaves as a mine explosion, described in the equipment section, but causes no damage to the drone.
Over the course of a long rest, you can replace your chimera drone’s advanced attachment with one attachment of your choice
Master’s Call
At 15th level, the bond between you and your chimera drone has become second-nature and you can call your drone to defend you in your moments of need. When a creature you can see attacks you, you can use your reaction to have your drone move up to half its movement speed. At the end of this movement, if the drone is within 5 feet of you, you can force the attack to target the drone instead. This movement doesn’t provoke opportunity attacks.
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.
Dreadful Strikes
3rd-level Fey Wanderer feature
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. 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
3rd-level Fey Wanderer feature
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 | 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.
Feywild Gifts
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
3rd-level Fey Wanderer feature
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
7th-level Fey Wanderer feature
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
11th-level Fey Wanderer feature
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). 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 spell points, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Misty Wanderer
15th-level Fey Wanderer feature
You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell point. 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.
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.
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.
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.
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 spell points, 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.
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.
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 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.
Gathered Swarm
3rd-level Swarmkeeper feature
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
3rd-level Swarmkeeper feature
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 | Spells |
---|---|
3rd | faerie fire, mage hand |
5th | web |
9th | gaseous form |
13th | arcane eye |
17th | insect plague |
Writhing Tide
7th-level Swarmkeeper feature
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
11th-level Swarmkeeper feature
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
15th-level Swarmkeeper feature
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.
Level | Proficiency Bonus | Features | Spells Known | Spell Points | Cast Limit |
---|---|---|---|---|---|
1 | +2 | Favored Enemy, Natural Explorer | - | 0 | - |
2 | +2 | Fighting Style, Spellcasting | 2 | 1 + mod | 1st |
3 | +2 | Ranger Archetype, Primeval Awareness | 3 | 2 + mod | 1st |
4 | +2 | Ability Score Improvement | 3 | 2 + mod | 1st |
5 | +3 | Extra Attack | 4 | 4 + mod | 2nd |
6 | +3 | Favored Enemy and Natural Explorer Improvements | 4 | 4 + mod | 2nd |
7 | +3 | Ranger Archetype Feature | 5 | 5 + mod | 2nd |
8 | +3 | Ability Score Improvement | 5 | 5 + mod | 2nd |
9 | +4 | - | 6 | 8 + mod | 3rd |
10 | +4 | Natural Explorer Improvement, Hide in Plain Sight | 6 | 8 + mod | 3rd |
11 | +4 | Ranger Archetype Feature | 7 | 10 + mod | 3rd |
12 | +4 | Ability Score Improvement | 7 | 10 + mod | 3rd |
13 | +5 | - | 8 | 12 + mod | 4th |
14 | +5 | Favored Enemy Improvement, Vanish | 8 | 12 + mod | 4th |
15 | +5 | Ranger Archetype Feature | 9 | 14 + mod | 4th |
16 | +5 | Ability Score Improvement | 9 | 14 + mod | 4th |
17 | +6 | - | 10 | 18 + mod | 5th |
18 | +6 | Feral Senses | 10 | 18 + mod | 5th |
19 | +6 | Ability Score Improvement | 11 | 21 + mod | 5th |
20 | +6 | Foe Slayer | 11 | 21 + mod | 5th |
Comments