```metadata title: Ranger Reworked Once again description: oh hey another one of those ranger reworks tags: [] systems: [] renderer: V3 theme: 5ePHB ``` # Ranger Reworked Once again {{classTable,frame,decoration,wide ##### The Ranger | Level | Proficiency Bonus | Features |Ranger's Quarry|1st | 2nd | 3rd | 4th | 5th | knacks known |:-----:|:-----------------:|:--------:|:-------------:|:--:|:---:|:---:|:---:|:---:|:---------: |1 |2 |Survivalist Knacks, Wilderness Expertise| - |- |- |- |- |-| 2 |2 |2 |Fighting Style, Ranger's Quarry, Spellcasting, Hunter's Mark |d4 |2 | - |-|-|-|2 |3 |2 |Ranger's Conclave |d4 | 3 |-|-|-|-| 3 |4 |2 |ASI |d4 | 3 | - |- |- |- | 3 |5 |3 |Extra Attack |d4| 4 | - |- |- |- | 3 |6 |3 |Ranger's Quarry Improvement, Natural Antivenom |d6| 4 |2 | - |- |- |4 |7 |3 |Conclave Feature |d6 |4| 2| - |- |- |4 |8 |3 |ASI |d6 | 4 |3 | - |- |- |4 |9 |4 |Wilderness Expertise, Slayer's Smite |d6| 4| 3| -|-|-| 5 |10 |4 |Ranger's Quarry Improvement |d8| 4 |3| 2 | - | -| 5 |11 |4 |Adaptable, Conclave Feature |d8 |4| 3 |2 |-|-| 5 |12 |4 |ASI |d8| 4 |3 |3| -|-| 6 |13 |5 |Wilderness Expertise |d8 |4| 3| 3 |-|-| 6 |14 |5 |Ranger's Quarry Improvement |d10| 4| 3 |3 |1| - |7 |15 |5 |Conclave Feature |d10| 4 |3| 3 |1|- | 7 |16 |5 |ASI |d10 |4| 3| 3 |2 |-| 8| |17 |6 |Ranger's Quarry Improvement |d10 |4| 3| 3 |2 |1 |8| |18 |6 |Feral Senses |d12 |4| 3 |3 |3 |1 |9 |19 |6 |ASI |d12 |4 |3 |3 |3 |2 |9 |20 |6 |Foe Slayer, Avoidance |2d6 |5 |4 |4 |4 |3 |10 }} ## Class Features As a Ranger, you gain the following class features #### Hit Points **Hit Dice:** :: 1d10 per Ranger level **Hit Points at 1st Level:** :: 10 + your Constitution modifier **Hit Points at Higher Levels:** :: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st 1st #### Proficiencies **Armor:** :: light armor, medium armor, shields **Weapons:** :: simple weapons, martial weapons, one exotic weapon of your choice **Tools:** :: Herbalism kit or woodcarver's tools **Saving Throws:** :: Strength, Dexterity **Skills:** :: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. {{pageNumber,auto}} \column #### Equipment You start with the following items, plus anything provided by your background. - (a) Scale Mail or (b) leather armor - (a) two light weapons or (b) an exotic weapon with which you are proficient - (a) a dungeoneer's pack or (b) an explorer's pack - A ranged weapon and 20 pieces of ammunition - An herbalism kit or woodcarver's tools Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. #### Multiclassing Ability Score Minimum: Dexterity 13, Wisdom 13 \page ### Wilderness Expertise Your skill in the wild is without peer. At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that skill. You also learn to speak, read, and write one additional language of your choice. Most Rangers learn the language spoken by the enemies they hunt.
At 9th and 13th level, you select another skill you are proficient in to gain the benefits of this feature, and you learn to speak, read, and write another language of your choice. ### Survivalist Knacks In the wild, you have gathered bits of primal knowledge that bolster your exploration, hunting, and tracking skills, known as Survivalist Knacks. At 1st level, you learn two Knacks of your choice from the list at the end of this class description.
You learn additional Knacks as you gain Ranger levels, as shown in the Knacks Known column on the Ranger table.
Each time you gain a level in this class, you can choose one Survivalist Knack you know and replace it with another Knack of your choice for which you meet the prerequisites. ### Ranger's Quarry You hunt as the creatures of the wild. Begining at 2nd level, you can use a bonus action to mark a creature you can see as your Quarry, granting you the benefits below for 1 hour, until the creature is slain or you mark another creature: - Each time you hit the creature with a weapon attack you deal bonus damage equal to your Ranger's Quarry Die. - You know their exact location while they are within 90 feet of you. - You have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to locate or track the creature. You can mark a creature this way a number of times equal to your Wisdom Modifier (minimum of 1), and you regain all expended uses when you finish a long rest. If you have no uses of this feature reamaining, you can expend a spell slot of 1st-level or higher to use this feature one additional time. At certain Ranger levels, your Quarry gains additional benefits: - The duration of your Quarry increases at 6th level (8 hours), 10th level (24 hours), 14th level (1 week), and finally at 17th level (Indefinite) - Your critical hit range increases at 14th level (19 or 20), and 17th level (18-20) ### Hunter's mark You learn hunter's mark at 2nd level, it does not count against your number of spelle prepared and it is always prepared. You can cast hunter's mark without expending a Spell Slot a number of times equal to your Wisdom Modifier (minimum of 1). You regain all expended uses at the end of a short or long rest.
When cast in this way, the spell has the following changes: - The spell does not require concentration - It lasts for 1 hour - If the targetted creature dies, you cannot move the Mark. --- Additionally, when you apply Ranger's Quarry, you can simultaneously cast Hunter's Mark against your Quarry (no action required) in this way. ### 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, Blind Fighting, Defense, Druidic Warrior, Dueling,Thrown Weapon Fighting, Two-Weapon Fighting ### Spellcasting Also at 2nd level, you learn to draw upon the primal magic of the natural world to enhance your survival and combat skills. #### Preparing and Casting Spells The Ranger table above shows how many spell slots you have to cast spells. To cast a Ranger spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest. ---- At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half Ranger level, rounded down. The spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots. --- For example, as a 5th level ranger with 14 Wisdom, you can prepare any four spells of 1st or 2nd-level and cast each spell any number of times by using a 1st or 2nd-level slot. {{pageNumber,auto}} \page #### Spellcasting Ability Wisdom is your spellcasting ability for Ranger spells as you draw magic from your connection to nature. You use your Wisdom when a Ranger spell refers to your spellcasting ability, and you use your Wisdom modifier whenever you set the saving throw DC or make a spell attack roll for one of your Ranger spells. {{text-align:center **Spell save DC**:: = 8 + your proficiency bonus + your wisdom modifier **Spell attack modifier**:: = your proficiency bonus + your wisdom modifier }}
#### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your ranger spells. See the Player’s Handbook for examples. #### Ritual Casting Your knowledge of the natural world allows you to draw out its innate magic. You can cast any Ranger spell that you have prepared as a ritual so long as that spell has the ritual tag. ### Ranger's Conclave At 3rd level, you choose a Conclave from the list below that best represents the training and skills of your Ranger --- The Ranger Conclave you choose grants you features at 3rd level, and again when you reach 7th, 11th, and 15th level. #### Archetype Spells Each Ranger Conclave has a list of Conclave Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Conclave Spells count as Ranger spells for you, but they do not count against your total number of spells that you can prepare each day. ### Extra attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Natural Antivenom Starting at 6th level, you have advantage on saving throws against poison and have resistance to poison damage. ### Slayer's Smite Starting at level 9, for the creature that you have Ranger's Quarried, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \column ### Adaptable Your time in the wilderness has taught you that anything that doesn't change dies. Starting at 11th level, when you finish a long rest, you can replace one Knack you know with another Knack of your choice, so long as you meet its prerequisites. ### Feral Senses You hunt as an apex predator, never losing track of your prey. Starting at 18th level, you cannot have disadvantage on any attack roll you make that targets a creature within 30 feet of you or a creature that is marked as your Ranger's Quarry.
Additionally, you gain Blindsight out to a range of 30 ft. You also have advantage on Wisdom (Perception) checks ---- Finally, on your first turn in combat, if you take the Attack action against a creature that has not yet acted, you can Attack an additional time as part of that action. ### Foe Slayer You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, when you hit your Ranger's Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. --- If the damage from this attack reduces the target to 50 hit points or fewer, it is instantly reduced to 0 hit points. --- Once you use this feature you must finish a short or long rest before you can use it again. ### Avoidance If you are subjected to an effect allows you to make a saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. --- Additionally, if the saving throw is caused by your Ranger's Quarry, you have advantage on the save. {{pageNumber,auto}} \page # Subclass options | | |:------------------| | Buccaneer Deserteer Druidic Guardian Earthbender Gloom Stalker Hellwalker Horizon Walker Hunter Inquisitor(Monster Slayer reworked) Lightbringer Marsh Dweller Naturalist Shooting Star Spellbreaker Stormcaller Swarmkeeper Toxicologist Tracker Trapper ## Buccaneer Combining their survival skills, an affinity for nature magic, and passion for the high seas, Buccaneers are Rangers who feel more at home on the water than on solid ground. Serving as sailors, pirates, marines, or privateers, they are often one of the most valuable crew members on board their vessels. How did you come to sail the seas? Were you pressed into the service of a pirate captain, or have you sworn to kill a certain sea monster? ### Buckeroo Speels You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | compelled duel, fog cloud 5th | gust of wind, locate object 9th | call lighting, water breathing 13th | control water, watery sphere 17th | control winds, maelstrom" ### Mariner's Eye lvl3 Your sight has become especially keen. Whenever you make a Wisdom (Perception) check that relies on your sense of sight, you can treat a roll of 7 or lower on the d20 as an 8. --- Also, when you make a weapon attack against a Favored Ranger's Quarry that is submerged in water, you have advantage on your attack roll. \column ### Sea Legs lvl3 The time you have spent at sea has granted you abilities that land-locked Rangers lack. You gain the following benefits: - You gain the Mariner Fighting Style. If you already know this Fighting Style you learn another Fighting Style of your choice from those available to the Ranger class. - You can hold your breath for a number of minutes equal to 10 + your Constitution modifier. - You have advantage on saving throws to resist being knocked prone or moved against your will. ### Deep Sea Diver lvl7 You have to spend significant time underwater. You can cast water breathing, targeting only yourself, without expending a spell slot. Once you cast water breathing in this way you must finish a long rest before you can do so again. --- Moreover, whenever you cast water breathing, the targets of the spell gain the following additional benefits: - They gain resistance to cold damage. - They gain a swimming speed equal to their walking speed. If the target already has a swimming speed, it can take the Dash action as a bonus action while it is swimming. - They gain darkvision out to a 60-foot radius. If the target already has darkvision, its radius increases by 30 feet. ### Wrath of the Waves lvl11 You carry the magic of the high seas whether you are on sea or land. Once per turn when you hit a creature with a weapon attack, you can imbue your strike with watery magic. When you do, the creature takes additional cold damage equal to one roll of your Ranger's Quarry die, and it must succeed on a Strength saving throw against your Spell Save DC or be knocked back from you 10 feet in a straight line. --- Any creature that is at least one size larger than you has advantage on its Strength saving throw. {{pageNumber,auto}} \page ### Watery Resilience 15 When you are hit by an attack, you can use your reaction to temporarily take on a liquid watery form, halving the damage of the triggering attack. As part of the same reaction, you can immediately move up to your full movement speed without provoking opportunity attacks. --- You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest. If you have no uses remaining, you can expend a spell slot of 1st-level or higher to use this reaction on additional time. ## Deserteer A Deserteer specialises in living in the harsh, dry conditions of the desert. These rangers are accustomed to the extreme temperatures of such environments. Moreover, they have learned to emulate the mirages that otherwise serve as the bane of unprepared travellers and intruders. ### Desert Magic You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | silent image, fog cloud 5th | blur, mirror image 9th | gaseous form, wall of sand 13th | greater invisibility, hallucinatory terrain 17th | control winds, immolation ### Fiery Strike lvl3 You’re able to channel the scorching heat of the desert into your attacks. When you hit a creature with a weapon attack, you can deal an extra fire damage equal to one roll of your Ranger's Quarry die. This extra damage increases to two rolls at 11th level in this class. ### Study Constitution lvl3 Adapted to the unforgiving conditions of the desert, you possess a stronger constitution than most. You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1). ### Acclimated Body lvl7 Your body is able to quickly adjust to extreme temperatures at will. During daytime, you have resistance to fire damage. During nighttime, you have resistance to cold damage. If you are in an area without a regular day/night cycle, you choose which damage type you have resistance to at the end of a long rest. \column ### Sand Attack lvl11 Your attacks are able to blind creatures temporarily. When you hit a creature with a weapon attack, you can have it succeed on a Constitution saving throw against your spell save DC or have it be blinded until the end of its next turn. If the target is your Ranger's Quarry, they gain a penaly to their saving throw equal to one roll of your Ranger's Quarry die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest. ### Mirage lvl15 You’ve mastered the power of desert mirages to thwart your assailants. When you cast mirror image and are forced to make a saving throw against a spell or other magical effect, you can roll a d20 to determine whether the spell or effect instead targets one of your duplicates. If the spell targets a duplicate and requires a saving throw, you make the saving throw for it. Once you cast in this way, you can’t do so again until you finish a long rest. {{pageNumber,auto}} \page ## Druidic Guardian While most Rangers stand with one foot in the wild and one in the civilized world, some side firmly with the natural world. When cities and settlements encroach on ancient groves and wild forests, the Rangers known as Druidic Guardians stand as defenders of the wild. Drawing upon primeval magic, these warriors use the power of nature to defend their homes.
![cat warrior](https://cdn.discordapp.com/attachments/1025433992893308948/1156179967990841385/image.png?ex=65140801&is=6512b681&hm=566a97acd239175136aee3aa408aba30cb5437e5cd25415bd4acf3f3156b5909&) {width:325px,mix-blend-mode:multiply} ### Druid Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | ensnaring strike, entangle 5th | alter self, spike growth 9th | erupting earth, plant growth 13th | grasping vine, guardian of nature 17th | tree stride, wrath of nature ### Limited Wild Shape lvl3 You can draw on primal nature magic to take the shape of beasts, much like a Druid does. You gain the ability to Wild Shape. As a bonus action on your turn, you can assume the form of any beast that you have physically touched. Your Ranger level determines the maximum CR of beasts that you can transform into, as shown in the table below. You must follow all the other rules for Wild Shape as detailed in the Wild Shape feature description for the Druid class. You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die. Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use Wild Shape again. ### Wild Bound lvl7 The Druidic magic you wield has permeated body and spirit. You learn Druidic, the secret language of the Druids. You can speak the language and use it to leave hidden messages. While speaking Druidic, you gain the benefits of speak with animals. Also, your attacks in your Wild Shape beast forms count as magical for overcoming any resistances or immunities to non-magical attacks and damage. ### Empowered Shapes lvl11 You have learned to empower your Wild Shape with the Druidic magic you wield. When you use Wild Shape, you can expend a spell slot of 1st-level or higher to transform into a beast with a CR equal to or lower than the level of the spell slot you expended to transform. Once you use this feature you must finish a short or long rest before you can use it to empower your Wild Shape again. ### Thousand Forms lvl15 You are so in tune with your abilities that you can change your form in subtle ways at will. You can cast alter self at will, targeting only yourself, without expending a spell slot. {{pageNumber,auto}} \page ## Earthbender Earthbender Magic 3 "You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | mold earh, earth tremor, expeditious retreat 5th | barkskin, maximilian's earthen grasp 9th | erupting earth, meld into stone 13th | stone shape, stoneskin 17th | passwall, wall of stone ### Rock Throw lvl 3 You're able to manipulate boulders to fire them at your targets. As a bonus action, you can hurl a rock at a creature you can see. You must be standing on an earthen surface to do so. This rock counts as a thrown weapon (range 30/90 ft.) and does bludgeoning damage equal to one roll of your Ranger's Quarry on a hit. You can choose to use your Strength or Dexterity modifier when making this attack roll. At 11th level, you can hurl two rocks, making a separate attack roll for each one. ### Stone Crafter lvl 3 You gain proficiency in mason’s tools, and your proficiency bonus is doubled for any ability check you make using them. ### Earthsense lvl 7 You gain tremorsense out to a range of 10 feet. When using your tremorsense, you can detect the size and approximate weight of the object causing the vibrations. A grounded creature in this range has disadvantage on attempts made to hide from you. At 15th level, your tremorsense extends to 30 feet. ### Burrower lvl 11 Your ability to shape earth allows you to seamlessly move through it. You gain a burrow speed of 30 feet. You can burrow no more than 10 feet from the surface you are on, and can only burrow and unburrow from a natural earthen surface. ### Stone Body lvl 15 You’re able to conjure dirt, rock, and other earthy material onto your body to protect yourself: once per long rest, you can cast the stoneskin spell. If you cast the spell on yourself, you can cast it without a material component. You can also modify the spell so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. {{pageNumber,auto}} \page ## 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. ### Stalker Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | cause fear, disguise self 5th | darkness, rope trick 9th | fear, nondetection 13th | greater invisibility, phantasmal killer 17th | mislead, seeming ### Umbral Sight lvl3 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 lvl7 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 lvl11 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 lvl15 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. \column ## Hellwalker ### Hellboy Spells You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | fire bolt, hellish rebuke, hex 5th | invisibility, scorching ray 9th | bestow curse, fireball 13th | greater invisibility, wall of fire 17th | flame strike, immolation ### Damning Strike lvl 3 You imbue your strikes with the neverending flames of the Lower Planes. When you first hit a creature with a weapon attack on your turn, you can force it to succeed on a Constitution saving throw against your spell save DC or have it be marked. While a creature is marked in this way, it takes fire damage equal to one roll of your Ranger's Quarry die at the start of each of its turns for 1 minute. A creature can only be affected by one instance of this feature at a time. At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success. ### Cursed Tongue lvl 3 Your fiendish affinity allows you to comprehend the language of the Lower Planes. You can speak, read and write Abyssal and Infernal. ### Burning Constitution lvl 7 Your body has been thoroughly bathed in the scorching heat of the Lower Planes. You gain resistance to fire damage. If you already have resistance to this damage type, you can instead choose from the following: cold, necrotic, or poison. ### Mark of the Damned lvl 11 You’re able to use your hellish power to brand a creature. As a bonus action, you can choose a creature that has been marked by your Damning Strike feature. While marked, the chosen creature suffers from the following effects: - It takes two rolls of your Ranger's Quarry die instead of one. - It becomes frightened of you. - It loses resistance against your attacks that deal fire damage. - You have advantage on saving throws against spells and other magical effects made by it. You can only have one creature affected by this feature at a time. {{pageNumber,auto}} \page ### Fiendish Spawn lvl 15 Your hellish magic has granted you limited command over the damned creatures that inhabit the Lower Planes. You can cast summon fiend as a 6th-level spell without expending a spell slot or material components. When you cast in this way, the spell’s duration becomes 1 minute. Once you use this feature, you can’t do so again until the end of a long rest." ## 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 Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | alarm, protection from evil and good 5th | misty step, rope trick 9th | haste, magic circle 13th | banishment, dimension door 17 | banishing smite, teleportation circle ### Detect Portal lvl3 As an action, you can detect the distance and direction of any planar portals within a number of miles equal to your level. Once you successfully use this feature to locate a planar portal, you must finish a short or long rest before you can use it again. When you have no uses remaining, you can expend a spell slot of 1st-level or higher to use this feature again. ### Planar Warrior lvl3 As a bonus action, choose a creature you can see within 30 feet. 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 additional force damage equal to two rolls of your Ranger's Quarry die. ### Ethereal Step lvl 7 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 Lvl11 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 or after 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 lvl15 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 take no damage instead. If a creature possess the ability to attack creatures in the Ethereal Plane while in the not there or vice versa, you instead halve the damage. {{pageNumber,auto}} \page ## 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 Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | expeditious retreat, snare 5th | cordon of arrows, pass without trace 9th | conjure barrage, nondetection 13th | freedom of movement, locate creature 17th | conjure volley, swift quiver ### Hunter's Prey lvl3 You are ruthless in pursuing your chosen prey. You gain one of the features below:
**Cripple.** Once per turn, when you hit a Ranger's Quarry with a weapon attack, you can force it to make a Dexterity saving throw against your Spell Save DC. On a failed save, its speed is reduced to 0 until the beginning of your next turn. --- **Flurry.** When you hit your Ranger's Quarry with a weapon attack, you can make an additional weapon attack with the same weapon against another creature within 5 feet of your Ranger's Quarry and within the weapon's range. --- **Focus.** When you hit your Ranger's Quarry with a weapon attack and it has fewer then its maximum hit points, you can double your Ranger's Quarry damage bonus against it. --- **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. ### Defensive Tactics lvl7 You have trained to defend yourself against your prey. You gain one of the features below of your choice: --- **Counter.** When a creature that is at least one size larger than you hits or misses you with an attack, you can use a reaction to make one weapon attack against it. --- **Nimble.** Opportunity attacks against you are made at disadvantage, and if your Ranger's Quarry makes an opportunity attack against you it misses unless they roll a critical hit. --- **Iron Will.** When you are forced to make a saving throw to resist being charmed, frightened, or stunned, you gain a bonus to your roll equal to one roll of your Ranger's Quarry die. --- **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. ### Flexible Hunter lvl11 At the end of a long rest you can do one of the following: - Replace your Fighting Style with another Fighting Style, choosing from those available to the Ranger class. (You can only change the one you get at level 2 and not other features, such as the Fighting Initiate Feat) - Replace your Defensive Tactics feature with another feature of your choice from Defensive Tactics. ### Multiattack lvl11 You are adept at destroying your prey and any creatures that would stand with them. You gain one of the following features:
**Volley.** As an action, you can make a ranged attack against your Ranger's Quarry and any number of creatures within 10 feet of it, so long as the targets are also within the range of your weapon. You must roll a separate attack roll for each target, and you must have ammunition for each individual attack. --- These extra attacks aren't counted for game features that require an attack. Volley is its whole seperate thing. --- **Multi-spell Attack** You can cast one of your Druid Cantrips from the Druidic Warrior fighting style as a bonus action. The cantrip must include an attack roll. **Whirlwind Attack.** As an action, you make a melee attack against your Ranger's Quarry and any number of other creatures within range. Make a separate attack roll for each target." Superior Defense 15 "You have mastered defending yourself from those that you have marked as your prey. You gain one of the following features: --- **Stand 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 your Favored Foe hits you with an attack, you can use a reaction to halve the damage you take. {{pageNumber,auto}} \page ## Inquisitor Every culture tells stories of evil spirits and monsters that live just beyond the walls of civilization. Thanks to the quiet vigilance of dedicated Rangers, these terrible monsters remain nothing more than a story. These guardian Rangers take up the mantle of Shadowbane, vowing to protect the innocent from the things of the night. They seek out vampires, evil fey, spirits, werewolves, and other vile creatures and destroy them without hesitation ### Slayer Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | compelled duel, protection from evil/good 5th | see invisibility, zone of truth 9th | magic circle, protection from energy 13th | banishment, faithful hound 17th | dispel evil and good, hold monster ### Slayer's Insight lvl3 You have a keen eye for the weak points of foes. When you roll initiative, so long as you are not surprised, you can use your reaction to mark one creature that you can see as your Ranger's Quarry. Additionally, when you mark a creature as your Ranger's Quarry you immediately learn if it has any damage immunities, resistances, or vulnerabilities and what they are. If it hidden from divination magic, such as by a nondetection spell, you sense that the creature has no immunities, resistances, or vulnerabilities. ### Iron Focus lvl7 When your Ranger's Quarry forces you to make a saving throw, or you engage them in a contested check (such as Grappling), you gain a bonus to your roll equal to your Ranger's Quarry die. ### Bane of Darkness lvl11 Your hatred for evil empowers your weapons. Once per turn when you hit a creature with a weapon attack, you can deal additional radiant damage equal to your Favored Foe die. ### Ruthless Counter lvl15 If your Favored Foe forces you to make a saving throw, casts a spell, or attempts to teleport, you can use your reaction to make a single weapon attack against it using a weapon you are holding. On hit, you automatically succeed on the saving throw, or its spell or teleport automatically fails. \column ## Lightbringer The Lightbearer is a ranger that has been blessed by an inhabitant of the Upper Planes. These rangers, known for their good deeds toward nature and pious acts to all races, will have caught the attention of the deities that live in such realms. The sighting of a Lightbearer is considered to be an auspicious event by the good, and a fearful one by ne'er-do-wells. ### Light Spells You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | light, bless, guiding bolt 5th | branding smite, zone of truth 9th | blinding smite, spirit guardians 13th | death ward, guardian of faith 17th | dawn, destructive wave ### Blessed Warrior lvl 3 As a bonus action, choose a creature you can see within 30 feet. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes radiant damage, and the creature takes additional force damage equal to two rolls of your Ranger's Quarry die. ### Lifebringer lvl 3 The holy blessings afforded to you allow you to heal wounds. You have a pool of hit points equal to five times your ranger level. This pool replenishes at the end of a long rest. As an action, you can choose any number of creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. ### Blessed Glow lvl 7 You have the ability to conjure holy light. When you cast light, you can force each creature of your choice within a 20-foot radius of the light source to succeed on a Constitution saving throw against your spell save DC or be blinded for up to 1 minute. An undead or fiend automatically fails this saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t do so again until you finish a short or long rest. {{pageNumber,auto}} \page ### Angelic Form lvl 11 You're able to briefly transform into a holy form. As an action, for up to 1 minute, you can give yourself a flying speed of 30 feet, and your attacks also count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Additionally, you gain a number of temporary hit points equal to your ranger level, which disappear when you exit this form. This form ends early if you fall unconscious or you dismiss it as a bonus action. Once you use this feature, you can't do so again until you finish a long rest. ### Warding Light lvl 15 You can use your holy light to temporarily blind assailants. When a creature within 60 feet of you that you can see makes an attack roll against a target 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. ## Marsh Dweller ### Marshy Spells You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | thorn whip, witch bolt, grease 5th | melf's acid arrow, spike growth 9th | stinking cloud, wall of water 13th | control water, grasping vine 17th | cloudkill, wrath of nature ### Murky Assailant lvl 3 Your time fighting in the darkness of the swamps allow you to catch your quarry unawares. At the start of your first turn of each combat, you gain a bonus to your attack rolls and damage rolls equal to your Wisdom modifier (minimum of +1). ### Swamp Cover lvl 3 You are adept at using the dark depths of the waters to hide yourself from view. You gain a swim speed of 30 feet. In addition, while your body is partially submerged in a body of water, you can use a bonus action to turn invisible to anyone trying to view you from above the water’s surface. ### Tripping Vines lvl 7 You can call upon the vines of the swamp to impede your foe's movement. When a creature you can see moves more than 5 feet from its original position, you can use your reaction to have the target make a Dexterity saving throw against your spell save DC. On a failed save, the target falls prone and is restrained until the start of its next turn. On a successful save, the target falls prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest. ### Muddy Strike lvl 11 You’re able to impede the movement of your foes with your strikes. When you hit a creature with a weapon attack, you deal an extra damage equal to one roll of your Ranger's Quarry die, the damage is the same as your weapon’s damage type and the creature’s movement speed is reduced by 10 feet. ### Boggy Terrain lvl 15 You can magically change your immediate surroundings to those of the muddy marshes. As a bonus action, you can turn the ground in a 30-foot radius centred on yourself into difficult terrain that lasts until the start of your next turn. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed a Strength saving throw against your spell save DC or have disadvantage on attack rolls until the end of the turn. You can choose any number of creatures to be unaffected by this terrain. {{pageNumber,auto}} \page ## Naturalist ### Nature Magic You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | druidcraft, sanctuary, detect poison 5th | continual flame, protection from poison 9th | create food and water, plant growth 13th | find greater steed, giant insect 17th | awaken ### Herbal Brewer lvl 3 Your time spent studying and living in nature has made you an expert in using nature to heal others. You gain proficiency in the herbalism kit if you haven’t already. You also gain proficiency in one of the following skills: Medicine, Nature, or Survival, In addition, once a day, as part of a short or long rest, you can spend 1 hour foraging and use your herbalism kit to create a Basic Potion. You can create a number of these potions equal to your proficiency bonus, which last until the end of your next long rest. This Basic Potion, upon consumption heals for 2d4+2 hit points When you reach 9th level in this class, you can expend three uses of this feature to create a Superior Potion. This Superior Potion, upon consumption, heals for 8d4+8 hit points ### Wildlife Whisperer lvl 3 You have the ability to communicate with creatures of the natural world. As an action, you can choose a beast or plant creature you can see within 30 feet of you. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for up to 1 hour or until you or your companions do anything harmful to it. You can dismiss the effect early as a bonus action.
While the creature is charmed in this way, it regards you as a friendly companion and you gain the ability to comprehend and telepathically communicate with each other. When this effect ends, the creature knows it was charmed by you.
Once you use this feature, you can't use it again until you finish a short or long rest. ### Nature's Recovery lvl 7 You can restore magical energy by communing with nature. During a short rest in a natural environment, you choose yours or an ally’s expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one third your ranger level, and none of the slots can be 4th level or higher. You can't use this feature again until you finish a long rest. ### Bestial Connection lvl 11 You can call upon the animals of nature to aid you: you know summon beast. 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. ### Nature's Concoction lvl 15 The herbal potions you create have increased efficacy. When you create either a Basic or Superior Potion with your Herbal Brewer feature, you can choose from the following damage types: acid, cold, fire, lightning, thunder. A creature that ingests the potion gains resistance to the chosen damage type for 1 hour. {{pageNumber,auto}} \page ## Shooting Star ### Star Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | faerie fire, guiding bolt 5th | branding smite, moonbeam 9th | fly, melf's minute meteors 13th | dimension door, sickening radiance 17th | banishing smite, wall of force ### Star Motes lvl3 Starting at 3rd level, you learn to conjure motes of starlight. As a bonus action, you can expend a spell slot to conjure motes of starlight that encircle you. You conjure three motes with a 1st-level spell slot, creating one additional mote for each spell level higher than 1st. --- You can have a number of motes equal to your ranger level. Any additional motes you create disappear. --- These motes last until they are used or until you finish a long rest. --- If you have four or more motes remaining, they shed bright light in a 20-foot radius and dim light for an additional 20 feet. If you have one to three motes remaining, they shed dim light in a 20-foot radius. --- If you have at least 10 motes, attack rolls against you have disadvantage, unless the attacking creature is immune to the blinded condition. Or can see you while blinded (like Blindsight) --- You can expend a mote to make a ranged spell attack that has the Thrown property. The range of the attack is 120. On a hit, a target takes radiant damage equal to two rolls of your Ranger's Quarry die, and is pushed 10 feet away from you. ### Shooting Star Techniques lvl3 ou learn the three Shooting Star techniques. --- **Illuminating Shot.** As a bonus action, you can expend a mote to imbue a piece of ammunition with starlight. The ammunition sheds dim light in a 5-foot radius until the end of your next turn, after which it returns to normal. When you hit a creature with this piece of ammunition, it takes an additional 1d6 radiant damage, sheds dim light in a 5-foot radius until the end of your next turn, and the next attack roll made against it before the end of your next turn has advantage. --- **Scattered Sparks.** As an action, you can expend a mote and launch it at a point within 120 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw against your ranger spell save DC. A creature takes fire damage equal to two rolls of your Ranger's Quarry die. This damage equals to 3 rolls at 7th level, 4 rolls at 11th, and 5 rolls at 15. --- **Comet Shot.** When you miss a ranged weapon attack or ranged spell attack, you can expend a mote to use a reaction to reroll the attack roll against a different target within 60 feet of the original target. On a hit, the attack deals an additional 1d6 radiant damage. ### Luminous Defense lvl7 the power of the stars comes to your aid in times of need. When a creature moves within 30 feet of you, you can use your reaction to make a mote attack at the creature. ### Starlight Strike lvl11 your attacks become infused with starlight. Whenever you hit a creature with a weapon attack, it takes an additional 1d6 radiant damage. ### Conjure Mote 15 At 15th level, you learn to create starlight motes with your own powers. When you start your turn with no motes left, you create one mote. {{pageNumber,auto}} \page ## Spellbreaker Spellbreakers are a small but dedicated fraternity of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. When one wrong move could end in disintegration, there is no room for error. ### Spell Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | absorb elements, detect magic 5th | blindness/deafness, silence 9th | counterspell, dispel magic 13th | arcane eye, resilient sphere 17th | dispel evil and good, wall of force ### Spellsight lvl3 You have learned to detect the innate arcane potential of others. When you mark a creature as your Ranger's Quarry you instantly learn its spellcasting ability (if it has one) and the level of the highest spell that it has the ability to cast. If the creature is hidden from divination magic, such as a nondetection spell, it appears as if it cannot cast spells. ### Reflect Spell lvl3 You can cast absorb elements at 1st-level, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this feature when you finish a long rest. After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount. ### Arcane Defense 7 Whenever you are forced to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1). Additionally, you ignore the regular triggering event of the Absorb Elements spell. Its new trigger for you, is any damage type, not including Bludgeoning, Piercing, and Slashing. The damage you deal, with your next melee weapon attack after casting Absorb Elements, is the same as the triggering damage. Be it force, psychic, radiant, etc etc \column ### Mage Breaker 11 You are a hunter of mages. When you mark a spellcaster as your Ranger's Quarry, you gain the following additional benefits: - Your weapon attacks against it deal force damage. - When you damage it, it has disadvantage on any saving throw it makes to maintain concentration on any spells. - When you hit it with a weapon attack, you can expend a spell slot to deal additional force damage equal to one roll of your Ranger's Quarry bonus per level of the slot you expend. Finally, when you choose to get the Elemental Adept Feat in place of an ASI, you can choose to not take any of the regular options and choose Force instead. ### Mantle of the Master 15 Your training as a Spellbreaker has reached its apex. You are halve to all damage from spells and other magical effects. Additionally, you have advantage on all saving throws against spells and magical effects. {{pageNumber,auto}} \page ## Stormcaller Experts in fighting in strong winds and heavy rain, Stormcallers draw their power from the rolling clouds and shifting skies. Able mto manipulate the weather to their advantage, Stormcallers strike with the might of a hurricane, fracturing and blowing away their adversaries with bursts of windy magic and whirling blades. ### Storm Magic You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | druidcraft, zephyr strike, fog cloud 5th | warding wind, gust of wind 9th | call lighting, ashardalon's strike (lightning damage instead of fire) 13 | storm sphere, ice storm 17th | control winds, commune with nature ### Gale Step lvl3 Starting at 3rd level, you can channel the power of the wind into your own movements and attacks. When you move for the first time on your turn, you can double your speed until the end of the turn. If you move at least 10 feet straight toward a target and then hit it with a weapon attack before the end of the turn, the attack deals an extra thunder damage equal to one roll of your Ranger's Quarry die. When you reach 11th level in this class, the extra damage increases to two rolls. Once you use this feature, you can’t use it again until you move 0 feet on one of your turns. ### Rain Cloak lvl3 At 3rd level, you learn to cloak yourself under cover of rain. While in light or heavy precipitation, you can use a bonus action on your turn to turn invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw. Additionally, you don’t have disadvantage on Wisdom (Perception) checks made when observing areas that are lightly obscured by heavy rain, falling snow, mist, or other water-based phenomena. ### Darken Skies lvl7 At 7th level, you gain the ability to draw storm clouds overhead. If you are able to see the sky when you finish a short or long rest, you can cause dark clouds to form in a 1-mile radius directly above you. These dark clouds count as stormy conditions for the purpose of spells such as call lightning, and the weather in the area changes to light rain or light snow. If it is already lightly raining or lightly snowing when you use this feature, you can instead cause the weather in the area to worsen, turning light precipitation into heavy precipitation. Changes in weather caused by this feature persist for a number of hours equal to your ranger level or until dispersed naturally or by magic. ### Cyclone Burst lvl11 Beginning at 11th level, you can unleash a vicious cyclone of winds around you. When you move for the first time on your turn while using your Gale Step feature, you can force each creature within 10 feet of you to make a Strength saving throw against your ranger spell save DC. On a failed save, a creature takes 2d8 thunder damage and is pushed up to 10 feet away from you and knocked prone. This wind also blows away any smoke, mist, or fog in the area. ### Shielded by Wind and Rain lvl15 At 15th level, you can bend the winds around you into a barrier against arrows and other missiles. While you aren’t incapacitated, you have half cover against ranged attacks. Additionally, when a creature you can see makes a ranged attack against a target within 30 feet of you, you can use your reaction to grant the target half cover against the attack. If you are standing in light or heavy precipitation, both instances of half cover become three-quarters cover. {{pageNumber,auto}} \page ## 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. ### Swarm Spells You always have the spells from the table below prepared once you reach certain levels in this class. | Level | spell | |:-----:|:-----------------:| 3rd | mage hand, entangle, faerie fire 5th | spider climb, web 9th | fly, gaseous form 13th | arcane eye, giant insect 17th | arcane hand, insect plague ### Gathered Swarm lvl 3 Once per turn, after you hit a creature with a weapon attack, your swarm can assist you in one of the following ways: - It takes piercing damage equal to your Ranger's Quarry die. If your weapon attack damage is magical, this extra damage is also magical - It must succeed on a Strength saving throw against your Spell Save DC or be moved up to 15 feet horizontally. - You move 5 feet horizontally in a direction of your choice. ### Writing Tide lvl 7 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. --- At level 11, the flying speed increases to 20 feet --- At level 15, the flying speed increases to 30 feet ### Mighty Swarm lvl 11 Your Gathered Swarm grows mightier in the following ways: - The damage of Gathered Swarm increases to two rolls of your Ranger's Quarry die. - 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 lvl 15 You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to halve 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. {{pageNumber,auto}} \page ## Toxicologist ### Toxic Spells You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | poison spray, tasha's caustic brew, bane 5th | blindness/deafness, melf's acid arrow, 9th | stinking cloud, elemental weapon(acid only) 13th | blight, vitriolic sphere 17th | contagion, cloudkill ### Poisoner's Arsenal lvl 3 Your poisons are your main weapon against your quarry. You gain proficiency in poisoner's kit.
In addition, once per day, as part of a short or long rest, you can spend 1 hour using a poisoner's kit to create a number of doses of poison equal to half your proficiency bonus, which lasts for a number of days equal to your ranger level. You choose the effects of the poison from the Poison Effects table. A creature immune to the poisoned condition is unaffected by your poisons.
You can also apply poisons onto a weapon or piece of ammunition as a bonus action rather than an action, at which point they retain their potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw against your spell save DC or suffer from the poison's effects.
A creature marked by your Ranger's Quarry has a penalty to the saving throws of poisons you apply equal to one roll of your Ranger's Quarry die.
The Poison Effects you can make, are exclusive to your Subclass, no one else can make.
Finally, you can craft Poisons at double the speed. ### Potent Brew lvl 3 Your poisons are so effective that they can affect creatures that would otherwise be unaffected. Once on your turn, when you hit a creature with a weapon or piece of ammunition coated with poison, you can nullify the target's resistances and immunities to poison damage and the poisoned condition for that instance of the attack only.
You can use this feature a number of times equal to your proficiency Bonus, and you regain all expened uses at the end of a long rest. If you have no uses left, you can spend a 1st-level spell slot or higher to use this feature again. ### Poison Tolerance lvl 7 Your dabbling in poisons has made it so they pose little risk to you. You gain resistance to poison damage and immunity to the poisoned condition. If you already have resistance to this damage type, you can instead choose from the following: acid, cold, or necrotic. ### Lethal Dosage lvl 11 Your poisons are even deadlier. When a creature has to make a saving throw against a poison made from your Poisoner’s Arsenal feature, you can have it roll with disadvantage. You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a long rest.
In addition, the poisons you make from your Poisoner’s Arsenal feature can deal 2d6 poison damage on a failed save, and half as much damage on a successful one. A creature takes this damage before the effects of the poison are applied. ### Stink Bomb lvl15 You can deploy foul-smelling smoke to cover your escape or distract foes. You can cast stinking cloud without expending a spell slot or material components. When you do, the spell lasts until the start of your next turn, and each creature completely in the cloud automatically fails its saving throw unless it doesn’t need to breathe or is immune to poison. Once you cast in this way, you can’t do so again until the end of a short or long rest. {{pageNumber,auto}} \page #### Poison Effects | name | effect | |:-----:|:-----------------:| |Fey Aphrodisiac | The creature is charmed by you for 1 hour. While charmed in this way, the target is infatuated with you and will attempt to follow your demands as best it can, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. | |Muscle Relaxant | The creature’s movement speed is halved, it has disadvantage on Strength saving throws, and it deals half damage with weapon attacks that use Strength until the end of its next turn.| |Neurotoxin | The creature is stunned and paralyzed until the start of your next turn. Sight Stealer | The creature is blinded for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.| |Tranquilizer | The creature falls unconscious and is asleep for 1 hour. It wakes if it takes any damage or if someone else uses an action to shake the creature awake.| |Undead Blood | The creature takes 1d6 necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.| |Venom | The creature takes 1d12 acid damage and is poisoned for 1 minute on a failed save, and takes half damage and isn’t poisoned on a successful one. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.| ## Tracker ### Tracker Magic You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | identify, detect magic 5th | detect thoughts, see invisibility 9th | clairvoyance, tongues 13th | greater invisibility, locate creature 17th | legend lore, scrying \column ### Tracking Instincts lvl 3 When you designate a creature as your Ranger's Quarry, you gain the following benefits: - You have advantage on Intelligence (History) checks to recall information about the target - You have advantage on Dexterity (Stealth) to hide from it - You have advantage on Wisdom (Insight) checks to determine its intentions ### Bonus Proficiency lvl 3 You gain proficiency in one skill of your choice. Alternatively, you learn one language of your choice. ### Eyes of the Hunter lvl 7 You have developed heightened senses in order to tail your quarry. You have advantage on ability checks and saving throws made to determine an illusion. You also have advantage on saving throws against being blinded or deafened.
If the creature attempting to put you in an illusion, or attempting to blind or deafened you is the same creature as your Ranger's Quarry, you automatically pass the saving throw. ### Predator's Composure lvl 11 You possess an unflinching nature in the face of your quarry. When you make an attack roll or damage roll against your Ranger's Quarry, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
In addition, you’re immune to being charmed or frightened by this creature, and it can’t make opportunity attacks against you. ### Expert Locator lvl 15 You’re able to sense the unique presence of your quarry. You can cast locate object and locate creature without expending a spell slot. When you cast in this way, there is no limit to how far you can sense the target and it isn’t impeded by any physical obstacles. You can’t locate the target if it is in a different plane of existence, in a different form, or if you have never seen it up close before.
Once you cast either spell with this feature, you can’t cast the spell with it again until the end of a long rest.
Finally, creatures immune to divination spells, have advantage on their saving throws instead {{pageNumber,auto}} \page ## Trapper ### Trapper Spells You always have the spells from the table below prepared once you reach certain levels in this class | Level | spell | |:-----:|:-----------------:| 3rd | grease, alarm, snare 5th | arcane lock, hold person 9th | glyph of warding, bestow curse 13th | otulike's resilient sphere, faithful hound 17th | hold monster, wall of force ### Construct Traps lvl 3 You posses the know-how needed to create traps on the battlefield. You gain proficiency in thieves's tools.
You can spend 30 minutes, creating one of the following traps using thieves' tools, which can be done during a short or long rest: bear trap, crossbow trap, net trap, pit trap, or poison needle trap
You must have the materials needed to craft the required trap, as determined by the DM.
If the trap has an attack modifier, use your own weapon attack modifier (either STR or DEX, your choice). If the trap has a DC for an ability check or saving throw, use your own Spell Save DC. When a trap you make deals damage, it gains a bonus to the damage roll equal to one roll of your Ranger's Quarry die. ### Bonus Proficieny lvl 3 You gain proficiency in the poisoner's kit ### Trap Finder lvl 7 You can sense the presence of other traps.
You know find traps and it doesn't count against the number of ranger spells you know. When you cast this spell, you learn the location of each trap within range. ### Deadly Contraptions lvl 11 You're able to create traps tha are even more lethal. Traps you make that deal damage use an additional damage dice, and their attacks count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks. Creatures also have disadvantage on ability checks made to find your traps and saving throws on their saves.
In addition, when you cast a spell that deals damage and requires a trigger from a creature to activate, such as the cordon of arrows or glyph of warding spell, the target has disadvanatage on the saving throw. \column ### Deterrent lvl 15 Your traps are able to dissuade intruders from approaching you. When a creautre triggers your trap and is hit or fails its saving throw, it has disadvnatage on all attakc rolls it makes until the start of your next turn.
Additionally, you have advantage on attack rolls against it until the start of your next turn. {{pageNumber,auto}} \page {{pageNumber,auto}} ## Survivalist Knacks #### Alpine Adept Prerequisites: *6th-level Ranger* --- You are amazingly surefooted. You gain a 30-foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level. If you already have a climbing speed it increases by 10 feet. #### Aquatic Adept Prerequisites: *6th-level Ranger* --- You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet. #### Explorer I Prerequisites: --- Whenever you make a Wisdom (Survival) check to navigate in the wild, forage for food and water, or to avoid becoming lost, you can treat a roll of 7 or lower on the d20 as an 8. #### Explorer II Prerequisites: 6th-level Ranger, Explorer I At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coastal, desert, forest, grassland, mountain, or swamp. While in your attuned environment you gain the following benefits: - You have advantage on Intelligence and Wisdom checks related to the native plants, animals, or ecosystem. - You find twice as much food when foraging or hunting. - You cannot be surprised unless you are incapacitated. - You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1). #### Herbalist I Prerequisites: You have a deep knowledge of plants and their healing properties. You have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and Wisdom (Medicine) checks made to stabilize creatures. #### Herbalist II Prerequisites: 3rd-level Ranger Herbalist I --- You have learned to use natural plants and herbs to create healing potions. You gain proficiency with herbalism kits.
At the end of a long rest, you can use a herbalism kit to create a potion of healing. It retains its potency for a number of days equal to your proficiency bonus, after which it spoils. #### Herbalist III Prerequisites: 6th-level Ranger Herbalist I, II --- When you take a short rest, you and any friendly creatures who rest with you, regain an additional 1d8 hit points as long as they expend at least one Hit Die to regain hit points. Natural Regeneration Prerequisites: 14th-level Ranger --- During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a long rest before you can use this feature again. #### Slayer I Prerequisites: 3rd-level Ranger When you hit a creature with a weapon attack you can mark it as your Ranger's Quarry as part of the same attack, and apply your Ranger's Quarry damage bonus to the damage roll. Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Ranger's Quarry, you can treat a roll of 7 or lower on the d20 as an 8. #### Slayer II Prerequisites: 6th-level Ranger, Slayer I --- Your tracking abilities have become supernaturally accurate. You always know the exact direction and distance of your Ranger's Quarry while you are on the same plane of existence. #### Slayer III Prerequisites: 14th-level Ranger Slayer I, II --- Once per turn, when you hit your Ranger's Quarry with a weapon attack, you can force it to make a Constitution saving throw against your Spell Save DC. On a failed save, the creature is blinded, deafened, frightened, muted, poisoned, or restrained (your choice) until the start of your next turn. #### Stalker I prerequisites: You are a master at covering your tracks. While moving at a normal pace, you and any creatures of your choice who travel with you (maximum 10), produce no tracks nor scent, and cannot be tracked by mundane means unless you wish to be. #### Stalker II prerequisites: 3rd-level Ranger Stalker I --- You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn. \page {{pageNumber,auto}} #### Stalker III prerequisites: 9th-level Ranger Stalker I, II
You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be. #### Stalker IV prerequisites: 14th-level Ranger Stalker I, II, III
You can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become invisible until the start of your next turn. This ends early if you attack or cast a spell. #### Strider 1 prerequisites:
You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or marshlands.
Also, you and creatures of your choice who travel with you (maximum 10) don't have travel slowed by difficult terrain. #### Strider II prerequisites: 3rd-level Ranger, Strider I
Once in your sights, you pursue your quarries relentlessly. You can take the Dash action as a bonus action on your turn. #### Strider III prerequisites: 6th-level Ranger, Strider I, II
You can surmount almost any obstacle that would block your path. Your base walking speed increases by 10 feet, and you ignore the effects of difficult terrain imposed by spells, magical phenomena, and any other magical effect. #### Strider IV prerequisites: 14th-level Ranger Strider I, II, III
You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious. #### Survivor I prerequisites: 6th-level Ranger Your time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1). \column #### Survivor II prerequisites: 9th-level Ranger, Survivor I
Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point). #### Survivor III prerequisites: 14th-level Ranger, Survivor I, II
You persevere even in the face of death. When you make a death saving throw, you can add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, you treat it as if you had rolled a 20 on the d20. #### Trapper prerequisites:
As an action, you can set a hidden trap made out of natural materials in an adjacent 5-foot space. The first creature to move into the area must succeed on a Dexterity saving throw against your Spell Save DC or become restrained.
A creature repeats its saving throw at the start of each turn, ending the effect on a success. A creature can detect a trap by succeeding on an Intelligence (Investigation) check against your Spell Save DC. You can have a number of active traps equal to your Wisdom modifier (minimum of 1 trap) #### Wild Insight I prerequisites:
You have a way with wild animals. You can communicate simple ideas to beasts using sounds and gestures.
Also, whenever you make a Wisdom (Animal Handling) check that targets an animal or beast that is friendly toward you, you can treat a roll of 7 or lower on the d20 at 8. #### Wild Insight II prerequisites: 3rd-Level Ranger, Wild Insight I
You have bound yourself with a minor nature spirit. You learn the find familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar's creature type is always Fey \page {{pageNumber,auto}} #### Wild Insight III prerequisites: 9th-level Ranger, Wild Insight II
The power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower #### Artic Adept prerequisites: 6th-Level Ranger
You have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of arctic environments. #### Desert Adept prerequisites: 6th-Level Ranger
You have adapted to scorching deserts. You gain resistance to fire damage. Also, you and creatures of your choice who travel with you (maximum 10), have advantage on saving throws to resist the negative effects of desert environments. #### Fell-Handed I prerequisites: 6th-Level Ranger
When you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn. #### Fell-Handed II prerequisites: 9th-Level Ranger, Fell-Handed I When you score a critical hit against a creature, your critical hit range for attack rolls against that creature expands by 1, to a maximum of 15-20. For example, if you score a critical hit against a creature for the first time, you then score a critical hit on a roll of 19 or 20 when you make an attack roll against the creature..
You lose this benefit against a creature at dawn. #### Jungle Adept prerequisites: 6th-Level Ranger
You have adapted to the jungles. You gain resistance to poison damage. Also, you and creatures of your choice who travel with you (maximum 10) have advantage on saving throws to resist negative effects of jungle environments. #### Ranger Knight I prerequisites:
Though you spend your time in the wilderness you still have some military training. You gain proficiency in heavy armor. #### Ranger Knight II prerequisites: 3rd-Level Ranger, Ranger Knight I
Though you are a warrior of the wild you understand chivalry and politics. Whenever you make an Intelligence (History) or Charisma (Persuasion) check you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1) #### Rider I prerequisites:
Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of movement. #### Rider II prerequisites: 3rd-level Ranger, Rider I
You have trained to fight from your mount. You gain the Mounted Warrior Fighting Style. If you already know this Fighting Style you learn another Ranger Fighting Style of your choice.
Also, you can ride mounts that are your size or larger. #### Rider III prerequisites: 6th-level Ranger, Rider I, Rider II
You are a master of mounted combat. When you are riding mount and it is hit by an attack, you can use a reaction to become the target of that attack instead.
Also, if your mount makes a saving throw while you ride it, you can use your reaction to grant it advantage on its roll #### Underground Adept prerequisites: 6th-level Ranger
You are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a range of 60 feet. If you already have darkvision its range increases by 60 feet.
Also, you can close your eyes and gain tremmorsense in a 60-foot radius. Within that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again. \page {{pageNumber,auto}} #### Woodsman I prerequisites:
You are familiar with forests, trees, and timber of all kinds. You gain proficiency with woodcarver's tools, and you have advantage on any Intelligence (Nature) checks to identify, recall information, and construct things from wood.
Also, if you hit a tree, raw timber, or a wooden structure with a melee weapon attack, it is an automatic critical hit. #### Woodsman II prerequisites: 3rd-Level Ranger, Woodsman I
You can identify the strengths and weak points of wooden objects and creatures. You gain the following benefits: - You gain proficiency with carpenter's tools. Anything you construct from wood has twice as many hit points. - At the end of each long rest, if you have timber available, you can craft a total number of clubs, greatclubs, javelins, and quarterstaffs equal to your proficiency bonus. - When you hit a plant or wooden construct with a battleaxe or greataxe, you score a critical hit range increases by one. (At default that means on a roll of 19 or 20)