Ranger in Proxima Alatheia | World Anvil

Ranger

Home / Classes / Ranger

Ranger Features

Ranger Archetypes

 

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.  

Independant 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 and humanoid hordes 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 civilization’s 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.

 

Ranger 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: 1 gaming set of your choice; 1 artisan or toolkit of your choice
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Life Science, Perception, Stealth, and Survival  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) Leather armor or (b) scale mail
  • (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
  •    
    LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
    1st+2Favored Enemy, Deft Explorer------
    2nd+2Fighting Style, Spellcasting22----
    3rd+2Ranger Archetype, Primeval Connections33----
    4th+2Ability Score Improvement33----
    5th+3Extra Attack442---
    6th+3Favored Enemy and Deft Explorer Improvements442---
    7th+3Ranger Archetype Feature543---
    8th+3Ability Score Improvement, Land’s Stride543---
    9th+4-6432--
    10th+4Natural Explorer Improvement, Vanish6432--
    11th+4Ranger Archetype Feature7433--
    12th+4Ability Score Improvement7433--
    13th+5-84331-
    14th+5Favored Enemy Improvement, Nature's Veil84331-
    15th+5Ranger Archetype Feature94332-
    16th+5Ability Score Improvement94332-
    17th+6-1043331
    18th+6Feral Senses1043331
    19th+6Ability Score Improvement1143332
    20th+6Foe Slayer1143332
     

    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 also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   When you encounter a creature of this type you can mark it as your sworn enemy. You can use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest. This magical mark lasts for 1 minute or until the creature dies, and you can only mark 1 creature at a time and the mark fades if you mark another creature while you already have one active. This mark can be stacked with Hunters Mark.   As you encounter many different creatures, you also grow in power. At 6th level you select another favored enemy, and its associated language, and your Sworn Enemy Mark damage increases to 1d6. At 14th level you select a 3rd favored enemy, learn its language, and your mark damage increases to 1d8.   If you wish to change one of your selected favored enemies you must spend a cumulative total of 96 hours researching your new choice. Once done, you cannot change any favored enemies for 3d6 x 10 days.  

    Deft Explorer

    You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below 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 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.  

    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. Whenever you reach a level that grants an Ability Score Improvement, you may swap 1 chosen Fighting Style with another.  

    Sharpshooter

    You gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, when you take the Attack Action, you may use a bonus action to fire the weapon again so long as you have the ammunition and the weapon does not have the loading property. You do not add your stat modifier to the second attack's damage (the same as if you were wielding two light melee 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 and Saving Throws. Additionally, a number of times equal to your Wisdom modifier per long rest you may use a reaction when you are targetted by an attack but before you know if it will succeed to give yourself an additional +2 bonus to AC.  

    Druidic Warrior

    You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.  

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons or shields, you gain a +2 bonus to damage rolls with that weapon. When a melee attack roll made against you fails to meet your AC, you may use your reaction to make a melee attack against the attacker.  

    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.  

    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 Focus

    You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.  

    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. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Archetypes are documented below under Ranger Archetypes  

    Primeval Connections

    Beginning at 3rd level, your connection to the world around you enables you to gain insight others cannot. You learn additional spells as indicated below and these do not count against your spells known. You may cast each spell once per long rest without expending a spell slot.   Additionally, you gain the ability to expend one ranger spell slot to focus your awareness on the region around you. Doing so you can sense the presence of aberrations, celestials, dragons, elementals, fey, fiends, and undead within 5 miles. The spell slot level determines the time required to gain the knowledge and how much knowledge you gain. You spend 1 minute per spell slot level extending your senses outward and gain that level's information, as well as all previous level information.    

    Primal Spells Table

    Ranger LevelSpell
    3rdSpeak with Animals
    5thBeast Sense
    9thSpeak with Plants
    13thLocate Creature
    17thCommune with Nature

    Primal Sense Table

    Slot LevelInformation
    1stYou know if any aberrations, celestials, dragons, elementals, fey, fiends, and undead are within range
    2ndSelect 1 of the detected types to learn the general direction and number. (Large number far east of here. A small number close by.)
    3rdYou detected the exact number of the selected type within range.
    4thYou learn the exact location of creatures of the selected type and maintain that connection for 1 hour.
    5thYou learn the exact number of all creature types and general location of each before selecting one for precise location detection.
     

    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.  

    Vanish

    Starting at 10th level, you can use the Hide action as a bonus action on your turn and gain a +2 bonus to do so. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

    Nature’s Veil

    Beginning at 14th level, you gain the ability to 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.  

    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 apply a bonus equal to 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

    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.  

    Primal Companion

    At 3rd level, your connection to nature enables you to bond with a primal nature spirit that takes the form of a beast. This can either be the spirit using fey magic to manifest a form or the spirit binding to an already trusty animal companion. The beast is friendly to you and your companions and obeys your commands. Choose a stat block between Beast of the Land, Beast of the Sky, or Beast of the Sea which use your Proficiency Bonus (PB) in several places. You also choose the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever form is chosen bears primal markings and some element of its original animal form if it had one. It takes a DC 18 Investigation check to see the markings and identify the creature as magical in some way.   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 use your bonus action to command it to take some other action. The action it can take is the one listed in its stat block or some other action. Alternatively, you may forego one of your attacks when you take the Attack Action to command your animal companion to make an attack. If you are incapacitated, the beast can take any action of its choice.   If the beast has died within the last hour, you can use an action to touch it and expend a spell slot of any level. The beast returns to life after 1 minute with all of its hit points restored. After a long rest you can summon your primal beast or change your current one's form. The beast appears in an unoccupied space within 5ft of you. When summoned you select the stat block, form, and appearance.   At 7th level you gain the ability to choose the Beast of the Aether category, which may appear in the normal form it takes in any of the other 3 but has distinct celestial markings and patterns giving away its otherworldly nature.   Beast of the Land

    Beast of the Land

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

    STR

    14 +2

    DEX

    14 +2

    CON

    15 +2

    INT

    8 -1

    WIS

    14 +2

    CHA

    11 +0

    Senses: darkvision 60ft; passive Perception 12
    Languages: understands languages you speak

    Charge. If the beast moves at least 20 feet toward a target and then hits it with a maul attack on the same turn, the target takes an extra d6 slashing damage. If the target is also a creature it must succeed on a Strength saving throw 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 5ft., one target. Hit: 1d8 + 2 + PB slashing damage.

    Beast of the Sea

    Beast of the Sea

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

    STR

    14 +2

    DEX

    14 +2

    CON

    15 +2

    INT

    8 -1

    WIS

    14 +2

    CHA

    11 +0

    Senses: darkvision 60ft., passive Perception 12
    Languages: understands languages you speak

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

    Actions

    Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice) and if you so choose, the target is grappled (escape DC equals your spell save DC). Until the grapple ends, the beast cannot use this attack on another target.

    Beast of the Sky

    Beast of the Sky

    Small beast, any
    Armor Class: 13 + PB
    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: 60 ft

    STR

    6 -2

    DEX

    16 +3

    CON

    13 +1

    INT

    8 -1

    WIS

    14 +2

    CHA

    11 +0

    Senses: darkvision 60ft., passive Perception 12
    Languages: understands languages you speak

    Dive. If the beast flies at least 30 feet toward a target and then hits it with a shred attack on the same turn, the target takes an extra d6 slashing damage.   Flyby. The beast does not provoke opportunity attacks when it flies out of an enemies reach.   Primal Bond. You can add your proficiency bonus to ability checks and saving throws that the beast makes.

    Actions

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

    Beast of the Aether

    Beast of the Aether

    Medium beast, any
    Armor Class: 13 + PB
    Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
    Speed: , can hover

    STR

    10 +0

    DEX

    14 +2

    CON

    15 +2

    INT

    14 +2

    WIS

    12 +1

    CHA

    11 +0

    Senses: darkvision 60ft., passive Perception 11
    Languages: understands languages you speak

    Void Traveler The creature does not need breathe.
    Primal Bond. You can add your proficiency bonus to any ability check or saving throw made by the beast.

    Actions

    Astral Strike. Melee Weapon Attack: your spell attack modifier to hit, range 5ft., one target. Hit: 1d6 + 2 + PB bludgeoning or slashing damage (your choice)   Aether Jolt. Ranged Weapon Attack: your spell attack modifier to hit, range (15ft / 25ft)., one target. Hit: 1d4 + 2 + PB lightning or cold damage (your choice)

       

    Exceptional Training

    Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, it can freely choose to take the Dash, Disengage, or Help action like it does with the Dodge Action.   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. Additionally, the beast's attack damage increases by 1 dice used by the attack. So an attack dealing 1d6 + 2 + PB is now 2d6 + 2 + PB.  

    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.  

    Drake Warden

    Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the awe-inspiring power wielded by dragons.   Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.  

    Drakewarden Origin

    d6Origin
    1You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic.
    2A secret order of rangers who collect and guard draconic lore taught you their ways.
    3A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
    4You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
    5An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
    6You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
     

    Draconic Gift

    3rd-level Drakewarden feature   The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:  
  • If you can’t already, you learn to speak, read, and write Draconic.
  • You learn the thaumaturgy cantrip, which is a ranger spell for you.
  •  

    Drake Companion

    3rd-level Drakewarden feature   You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.   The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When 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, 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.   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.   The drake remains for a number of hours equal to your proficiency bonus, 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.   Drake Stat Block

    Drake Companion

    Small dragon, any
    Armor Class: 14 + PB
    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

    16 +3

    DEX

    12 +1

    CON

    15 +2

    INT

    8 -1

    WIS

    14 +2

    CHA

    8 -1

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

    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, the damage of its bite, 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 piercing damage plus PB damage of a type determined by the drake’s Draconic Essence.

    Reactions

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

       

    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. While your drake is summoned, you and the drake gain the following benefits:  
  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its 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. The damage is the same as that chosen for Draconic Essence. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.   This damage increases to 8d6 when you reach 15th level in this class.   Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.  

    Perfected Bond

    15th-level Drakewarden feature   Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:  
  • The drake grows to Large size.
  • 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).
  • 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.
  • The drake can remain summoned indefinitely until you die or dismiss it as a Bonus Action.
  •  

    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 LevelSpells
    3rdCharm Person
    5thMisty Step
    9thDispel Magic
    13thDimension Door
    17thMislead
    You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.  

    Feywild Gifts

    d6Appearance
    1Illusory butterflies flutter around you while you take a short or long rest.
    2Fresh, seasonal flowers sprout from your hair each dawn.
    3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
    4Your shadow dances while no one is looking directly at it.
    5Horns or antlers sprout from your head.
    6Your skin and hair change color to match the season at each dawn.
     

    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 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 a spell slot, and you regain the ability to do so when you finish a long rest.   Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.  

    Misty Wanderer

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

    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 LevelSpell
    3rdDisguise Self
    5thRope Trick
    9thFear
    13thGreater Invisibility
    17thSeeming
     

    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 LevelSpell
    3rdProtection from Evil and Good
    5thMisty Step
    9thHaste
    13thBanishment
    17thTeleportation 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, 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 civilization 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 and hordes of orcs 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

    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 LevelSpell
    3rdProtection from Evil and Good
    5thZone of Truth
    9thMagic Circle
    13thBanishment
    17thHold 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 affect can stack with the Sworn Enemy mark from Favored Enemy.   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.  

    Swarm Keeper

    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.  
    A Swarmkeeper’s swarm and spells are reflections of the character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in chapter 3 of Tasha's Cauldron of Everything.   Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
     

    Gathered Swarm

    3rd-level Swarmkeeper feature   A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, 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

    d6Appearance
    1Swarming insects
    2Miniature twig blights
    3Fluttering birds
    4Playful pixies
    5Multi-colored tiny wisps
    6Baleful motes of blue fire
      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 LevelSpell
    3rdFaerie fire, Mage hand
    5thWeb
    9thGaseous Form
    13thArcane Eye
    17thInsect 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.

    Comments

    Please Login in order to comment!