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Ranger Nomit A4 - The Homebrewery

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0% found this document useful (0 votes)
154 views14 pages

Ranger Nomit A4 - The Homebrewery

Uploaded by

De Drakenberg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Ranger

F
ar from bustling cities, amid the trees of Gain the Ranger’s level 1 features, which are listed
trackless forests and across wide plains, in the Ranger Features table. See the
Rangers keep their unending watch in the multiclassing rules in chapter 2 to determine your
wilderness. Rangers learn to track their available spell slots.
quarry as a predator does, moving
stealthily through the wilds and hiding
themselves in brush and rubble.
Core Ranger Traits
Thanks to their connection with nature, Rangers
can also cast spells that harness primal powers of the Primary Ability ㅤ Dexterity and Wisdom
wilderness. A Ranger’s talents and magic are honed Hit Point Die ㅤ D10 per Ranger level
with deadly focus to protect the world from the Saving Throw Strength and Dexterity
ravages of monsters and tyrants. Proficiencies
Skill Choose 3: Animal Handling, Athletics,
Becoming A RANGER … Proficiencies lnsight, Investigation, Nature, Perception,
Stealth, or Survival
As a Level l Ranger
Gain all the traits in the Core Ranger Traits table. Weapon Simple and Martial weapons
Gain the Ranger’s level 1 features, which are listed Proficiencies
Armor Training Light and Medium armor and Shields
in the Ranger Features table.
Starting Choose A or B: (A) Studded Leather Armor,
As a Multiclass Ranger Equipment Scimitar, Shortsword, Longbow, 20 Arrows,
Gain the following traits from the Core Ranger Quiver, Druidic Focus (sprig of mistletoe),
Traits table: Hit Point Die, proficiency with Martial Explorer’s Pack, and 7 GxP; or (B) 150 GP
weapons, proficiency in one skill of your choice
from the Ranger’s skill list, and training with Light
and Medium armor and Shields.

The Ranger
Proficiency Favored Prepared — Spell Slots Per Spell Level —
Level Bonus Features Enemy Spells 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Favored Enemy, Weapon Mastery 2 2 2 - - - -
2nd +2 Deft Explorer, Fighting Style, Favored Sens 2 3 2 - - - -
3rd +2 Ranger Subclass, Primeval Awareness 3 4 3 - - - -
4th +2 Ability Score Improvement, Favored Enemies 3 5 3 - - - -
5th +3 Extra Attack, Switch Foe 4 6 4 2 - - -
6th +3 Roving, Favored Terrain 4 6 4 2 - - -
7th +3 Subclass feature, Concentrating Hunter 5 7 4 3 - - -
8th +3 Ability Score Improvement, Land’s Stride 5 7 4 3 - - -
9th +4 Expertise, Favored Enemy Upgrade 6 9 4 3 2 - -
10th +4 Tireless 6 9 4 3 2 - -
11th +4 Subclass feature, Hide in Plain Sight 7 10 4 3 3 - -
12th +4 Ability Score Improvement, Superior Switch Foe 7 10 4 3 3 - -
13th +5 Relentless Hunter 8 11 4 3 3 1 -
14th +5 Nature’s Veil 8 11 4 3 3 1 -
15th +5 Subclass feature, Hunters Damage 9 12 4 3 3 2 -
16th +5 Ability Score Improvement, Expert Switch Foe 9 12 4 3 3 2 -
17th +6 Precise Hunter 10 14 4 3 3 3 1
18th +6 Feral Senses 10 14 4 3 3 3 1
19th +6 Epic Boon 10 15 4 3 3 3 2
20th +6 Foe Slayer 10 15 4 3 3 3 2

2
Ranger Class Features Whenever you finish a Long Rest, you can change
the kinds of weapons you chose. For example, you
Level 1: Spellcasting could switch to using the mastery properties of
Scimitars and Longswords.
You have learned to channel the magical essence of
nature to cast spells. See chapter 7 for the rules on Level 2: Deft Explorer
spellcasting. The information below details how you Thanks to your travels, you gain the following
use those rules with Ranger spells, which appear in benefits.
the Ranger spell list later in the class’s description. Expertise. Choose one of your skill proficiencies
Spell Slots. The Ranger Features table shows how with which you lack Expertise. You gain Expertise in
many spell slots you have to cast your level 1+ spells. that skill.
You regain all expended slots when you finish a Long Languages. You know two languages of your choice
Rest. from the language tables in chapter 2.
Prepared Spells of Level 1+. You prepare the list of
level 1+ spells that are available for you to cast with Level 2: Fighting Style
this feature. To start, choose two level 1 Ranger You gain a Fighting Style feat of your choice. Instead
spells. Cure Wounds and Ensnaring Strike are of choosing one of those feats, you can choose the
recommended. option below.
The number of spells on your list increases as you Druidic Warrior. You learn two Druid cantrips of
gain Ranger levels, as shown in the Prepared Spells your choice. Guidance and Starry Wisp are
column of the Ranger Features table. Whenever that recommended. The chosen cantrips count as Ranger
number increases, choose additional Ranger spells spells for you, and Wisdom is your spellcasting ability
until the number of spells on your list matches the for them. Whenever you gain a Ranger level, you can
number in the Ranger Features table. The chosen replace one of these cantrips with another Druid
spells must be of a level for which you have spell slots. cantrip.
For example, if you’re a level 5 Ranger, your list of
prepared spells can include six Ranger spells of level level 2: Favored Sense
1 or 2 in any combination. While a creature is marked by your Hunter’s Mark
If another Ranger feature gives you spells that you For Rangers, you know whether that creature has any
always have prepared, those spells don’t count against Immunities, Resistances, or Vulnerabilities, and if the
the number of spells you can prepare with this creature has any, you know what they are.
feature, but those spells otherwise count as Ranger
Level 3: Ranger Subclass
spells for you.
Changing Your Prepared Spells. Whenever you You gain a Ranger subclass of your choice. A subclass
finish a Long Rest, you can replace one spell on your is a specialization that grants you features at certain
list with another Ranger spell for which you have spell Ranger levels. For the rest of your career, you gain
slots. each of your subclass’s features that are of your
Spellcasting Ability. Wisdom is your spellcasting Ranger level or lower.
ability for your Ranger spells. Level 3: Primeval Awareness
Spellcasting Focus. You can use a Druidic Focus as
You can use your action and expend one use of the
a Spellcasting Focus for your Ranger spells.
Favored enemy feature or one ranger spell slot to
Level 1: Favored Enemy focus your awareness on the region around you. For 2
You always have the Hunter’s Mark For minutes you can sense whether the following types of
Rangersability prepared. You can use it twice without creatures are present within 1 mile of you (or within
expending a spell slot, and you regain all expended up to 6 miles if you are in your favored terrain):
uses of this ability when you finish a Long Rest. aberrations, celestials, dragons, elementals, fey,
Favored enemy for 1 minute or until you lose your fiends, and undead. This feature doesn’t reveal the
concentration (as if you were concentrating on a spell) creatures’ location or number, but you can expend
The number of times you can use the ability without another use of the Favored enemy feature to reveal
a spell slot increases when you reach certain Ranger the estimate of the direction and the estimate of the
levels, as shown in the Favored Enemy column of the amount (one, ten, one hundred or more).
Ranger Features table. Level 4: Ability Score Improvement
You can expand a Ranger spell slot of first level or
You gain the Ability Score Improvement feat or
higher in order to use the Hunter’s Mark For Rangers
another feat of your choice for which you qualify. You
ability even if you do not have any more free usages of
gain this feature again at Ranger levels 8, 12, and 16.
the ability.
Level 1: Weapon Mastery
Your training with weapons allows you to use the
mastery properties of two kinds of weapons of your
choice with which you have proficiency, such as
Longbows and Shortswords.

3
Level 4: Favored Enemies While traveling for an hour or more in your favored
You can expand two uses of the Favored enemy terrain, you gain the following benefits:
feature and an action to gain the following benefits Difficult terrain doesn’t slow your group’s
until you finish a Long Rest: travel.
Your group can’t become lost except by
Choose a type of favored enemy: aberrations, magical means.
beasts, celestials, constructs, dragons, elementals, Even when you are engaged in another
fey, fiends, giants, monstrosities, oozes, plants, or activity while traveling (such as foraging,
undead. Alternatively, you can select two races of navigating, or tracking), you remain alert to
humanoid (such as gnolls and orcs) as favored danger.
enemies. If you are traveling alone, you can move
You have advantage on Wisdom (Survival) checks stealthily at a normal pace.
to track your favored enemies, as well as on When you forage, you find twice as much
Intelligence checks to recall information about food as you normally would.
them. The ‘Favored sense’ ability also works with While tracking other creatures, you also
your favored enemies if you can see/say them or learn their exact number, their sizes, and
otherwise could have used Hunter’s Mark For how long ago they passed through the area.
Rangers on them.
When you use this feature, until you finish a Short Level 7: Subclass Feature
Rest, you also learn one language of your choice You gain a feature from your Ranger Subclass.
that is spoken by your favored enemies, if they level 7: Concentrating Hunter
speak one at all. But all charisma based checks are
made with disadvantage when using this language. Taking damage can’t break your Concentration on
Hunter’s Mark For Rangers.
Level 5: Extra Attack
Level 8: Ability Score Improvement
You can attack twice instead of once whenever you
take the Attack action on your turn. You gain the Ability Score Improvement feat or
another feat of your choice for which you qualify.
Level 5: Switch Foe
Level 8: Land’s Stride
You can expand three uses of the Favored enemy
feature to move the mark of the Hunter’s Mark For Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement. You can
Rangers ability to a new creature you can see within
also pass through nonmagical plants without being
range.
slowed by them and without taking damage from
Level 6: Roving them if they have thorns, spines, or a similar hazard.
Your Speed increases by 10 feet while you aren’t In addition, you have advantage on saving throws
wearing Heavy armor. You also have a Climb Speed against plants that are magically created or
and a Swim Speed equal to your Speed. manipulated to impede movement, such as those
created by the entangle spell.
Level 6: Favored Terrain
You can expand two uses of the Favored enemy
Level 9: Expertise
feature and an action to gain the following benefits Choose two of your skill proficiencies with which you
until you finish a Long Rest: lack Expertise. You gain Expertise in those skills.

Choose one type of favored terrain: arctic, coast, Level 9: Favored Enemy Upgrade
desert, forest, grassland, mountain, swamp, urban “You can expand a Ranger spell slot of first level or
or the Underdark. When you make an Intelligence higher in order to use the Hunter’s Mark For Rangers
or Wisdom check related to your favored terrain, ability even if you do not have any more free usages of
your proficiency bonus is doubled if you are using a the ability” is expanded with: “when you expand a
skill that you’re proficient in. spell slot this way Hunter’s Mark For Rangers does
not reacquire concentration”.

4
Level 10: Tireless Once per Long Rest you can use Hunter’s Mark
Primal forces now help fuel you on your journeys, For Rangers on a creature that you can see or
granting you the following benefits. know enough of (like lair, tracks, trail, droppings
Temporary Hit Points As a Magic action, you can and marks) and it lasts until your next Long Rest.
give yourself a number of Temporary Hit Points equal If you use Hunter’s Mark For Rangers this way, it
to 1d8 plus your Wisdom modifier (minimum of 1). does not require concentration and you cannot use
You can use this action a number of times equal to Hunter’s Mark For Rangers any other way until
your Wisdom modifier (minimum of once), and you you finish a Long Rest.
regain all expended uses when you finish a Long Rest. The damage die of your Hunter’s Mark For
Decrease Exhaustion Whenever you finish a Short Rangers is a d8 rather than a d6.
Rest, your Exhaustion level, if any, decreases by 1. Level 14: Nature’s Veil
And whenever you finish a Long Rest, your
Exhaustion level, if any, decreases by 2. You gain an additional benefit when you reach 14th
Improved Sleep A Short Rest is a 30-minutes level in this class.
period of downtime, instead of a 1-hour period of You invoke spirits of nature to magically hide
downtime. And when you are interrupted you can yourself. As a Bonus Action, you can give yourself
resume a Short Rest immediately after an
the Invisible condition until the end of your next
interruption. If you do so, the rest requires 10
turn. You can use this feature a number of times
additional minutes per interruption to finish. The time
equal to your Wisdom modifier (minimum of once),
it takes to competes a Long Rest reduces by one hour.
and you regain all expended uses when you finish
Level 11: Subclass Feature a Long Rest.
You gain a feature from your Ranger Subclass. You can use the Hide action as a Bonus Action on
your turn. Also, you can’t be tracked by nonmagical
Level 11: Hide in Plain Sight means, unless you choose to leave a trail.
Starting at 11th level, you can spend 1 minute Level 15: Subclass Feature
creating camouflage for yourself or you can expand
two uses of the Favored enemy to reduce the time it You gain a feature from your Ranger Subclass.
takes to camouflage down to 10 seconds (two actions Level 15: Hunters Damage
or an action and a Bonus Action). You must have
Once per turn when you deal damage to a creature
access to fresh mud, dirt, plants, soot, and other
marked by your Hunter’s Mark For Rangers, you can
naturally occurring materials with which to create
also deal that abilities extra damage to a different
your camouflage.
creature that you can see within 30 feet of the first
Once you are camouflaged in this way, you can try
creature.
to hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide Level 16: Ability Score Improvement
as you are. You gain a +10 bonus to Dexterity You gain the Ability Score Improvement feat or
(Stealth) checks as long as you remain there without another feat of your choice for which you qualify.
moving or taking actions. Once you move or take an
action or a reaction, you must camouflage yourself Level 16: Expert Switch Foe
again or expand another use of the Favored enemy You can expand one use of the Favored enemy feature
feature and a Bonus Action to gain this benefit. to move the mark of the Hunter’s Mark For Rangers
ability to a new creature you can see within range.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or Level 17: Precise Hunter
another feat of your choice for which you qualify. You gain an additional benefit when you reach 17th
level in this class.
Level 12: Superior Switch Foe
You can expand two uses of the Favored enemy You have Advantage on attack rolls against the
feature to move the mark of the Hunter’s Mark For creature currently marked by your Hunter’s Mark
Rangers ability to a new creature you can see within For Rangers.
range. You can use Hunter’s Mark For Rangers without a
verbal component.
Level 13: Relentless Hunter
You gain an additional benefit when you reach 13th Level 18: Feral Senses
level in this class. Your connection to the forces of nature grants
you Blindsight with a range of 30 feet.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your
choice for which you qualify. Boon of Dimensional
Travel is recommended.

5
Level 20: Foe Slayer Level 2 Ranger Spells
At 20th level, you become an unparalleled hunter of Spell School Special
your enemies, you gain the following upgrades: Aid Abjuration _
Animal Messenger Enchantment R
The damage die of your Hunter’s Mark is a d10 Barkskin Transmutation _
rather than a d8. Beast Sense Divination C,R
Once per round, you can add your Wisdom Cordon of Arrows Transmutation _
modifier to the attack roll or the damage roll of an Darkvision Transmutation _
attack you make against one of your Favored Enhance Ability Transmutation C
enemies. You can choose to use this feature before Find Traps Divination _
or after the roll, but before any effects of the roll Cust of Wind Evocation C
are applied. Lesser Restoration Abjuration _
You do not require concentration when using the Locate Animals or Plants Divination R
Favored Enemy feature to cast Hunter’s Mark For Locate Object Divination C
Rangers. Magic Weapon Transmutation _
If the target drops to 0 Hit Points before this spell Pass without Trace Abjuration C
ends, you do not need to expend a Bonus Action or Protection from Poison Abjuration _
a Reaction to move the mark to a new creature you Silence lllusion C,R
can see within range. Spike Crowth Transmutation C
When you roll Initiative and don’t have any more Summon Beast Divination C,M
usages of Favored Enemy left, you regain one use.
This happens an equal times to your PB per Long Level 3 Ranger Spells
Rest.
Spell School Special
Ranger Spell List Conjure Animals
Conjure Barrage
Conjuration
Conjuration
C
_
This section presents the Ranger spell list. The spells Daylight Evocation _
are organized by spell level and then alphabetized, Dispel Magic Abjuration _
and each spell’s school of magic is listed. In the Elemental Weapon Transmutation C
Special column, C means the spell requires Lightning Arrow Transmutation _
Concentration, R means it’s a Ritual, and M means it Meld into Stone Transmutation R
requires a specific Material component. Nondetection Abjuration M
Plant Growth Transmutation _
Level 1 Ranger Spells Protectionfrom Energy Abjuration C
Spell School Special Revivify Necromancy M
Alarm Abjuration R Speak with Plants Transmutation _
Animal Friendship Enchantment _ Summon Fey Conjuration C,M
Cure Wounds Abjuration _ Water Breathing Transmutation R
Detect Magic Divination C,R WaterWalk Transmutation R
Detect Poison and Disease Divination C,R WindWall Evocation C
Ensnaring Strike Divination C
Entangle Conjuration C Level 4 Ranger Spells
Fog Cloud Conjuration C Spell School Special
Goodberry Conjuration _ Conjure Woodland Beings Conjuration C
Hail ofThorns Conjuration _ Dominate Beast Enchantment C
Jump Transmutation _ Freedom of Movement Abjuration _
Longstrider Transmutation _ GraspingVine Conjuration C
Speak with Animals Divination R Locate Creature Divination C
Stoneskin Transmutation C,M
Summon Elemental Conjuration C,M

Level 5 Ranger Spells


Spell School Special
Commune with Nature Divination R
Conjure Volley Conjuration _
Greater Restoration Abjuration M
SteelWind Strike Conjuration M
Swift Quiver Transmutation C,M
Tree stride Conjuration R

6
Hunter’s Mark Level 5:
Hunter’s Mark for rangers Level 5
Level 1: Level 1 (like Divination)
Hunter’s Mark for rangers Level 1 Casting Time: Bonus action
Level 1 (like Divination) Range: 90 feet
Casting Time: Bonus action Components: V
Range: 90 feet Duration: concentration up to 1 hour
Components: V You mark one creature you can see within range as your
Duration (if you do not expand a spell slot to use the ability): quarry. Until the spell ends, you deal an extra 1d6 Force
concentration up to 1 hour damage to the target whenever you hit it with an attack roll.
You mark one creature you can see within range as your You also have Advantage on any Wisdom
quarry. Until the spell ends, you deal an extra 1d6 Force (Perception or Survival) check you make to find it.
damage to the target whenever you hit it with an attack roll.
You also have Advantage on any Wisdom If the target drops to 0 Hit Points before this spell ends, you
(Perception or Survival) check you make to find it. can take a Bonus Action, a Reaction or you can expand three
uses of the Favored enemy feature to move the mark to a
If the target drops to 0 Hit Points before this spell ends, you new creature you can see within range.
can take a Bonus Action or a Reaction to move the mark to a Using a Higher-Level Spell Slot. With a spell slot of level 3-4
new creature you can see within range. you can make hunters mark lasts 8 hours or you can mark
Using a Higher-Level Spell Slot. With a spell slot of level 3-4 two creatures you can see instead of one. Using a 5th of
you can make hunters mark lasts 8 hours or you can mark higher level spell slot it lasts 24 hours or you can mark thee
two creatures you can see instead of one. Using a 5th of creatures you can see instead of one.
higher level spell slot it lasts 24 hours or you can mark thee
creatures you can see instead of one. Level 9:
Hunter’s Mark for rangers Level 9
Level 2: Level 1 (like Divination)
Hunter’s Mark for rangers Level 2 Casting Time: Bonus action
Level 1 (like Divination) Range: 90 feet
Casting Time: Bonus action Components: V
Range: 90 feet Duration: 1 hour
Components: V Duration if you do not expand a spell slot to use the ability:
Duration: concentration up to 1 hour concentration up to 1 hour
You mark one creature you can see within range as your You mark one creature you can see within range as your
quarry. Until the spell ends, you deal an extra 1d6 Force quarry. Until the spell ends, you deal an extra 1d6 Force
damage to the target whenever you hit it with an attack roll. damage to the target whenever you hit it with an attack roll.
You also have Advantage on any Wisdom You also have Advantage on any Wisdom
(Perception or Survival) check you make to find it. (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you If the target drops to 0 Hit Points before this spell ends, you
can take a Bonus Action or a Reaction to move the mark to a can take a Bonus Action, a Reaction or you can expand three
new creature you can see within range. uses of the Favored enemy feature to move the mark to a
Using a Higher-Level Spell Slot. With a spell slot of level 3-4 new creature you can see within range.
you can make hunters mark lasts 8 hours or you can mark Using a Higher-Level Spell Slot. With a spell slot of level 3-4
two creatures you can see instead of one. Using a 5th of you can make hunters mark lasts 8 hours or you can mark
higher level spell slot it lasts 24 hours or you can mark thee two creatures you can see instead of one. Using a 5th of
creatures you can see instead of one. higher level spell slot it lasts 24 hours or you can mark thee
creatures you can see instead of one.

7
Level 12: Level 16:
Hunter’s Mark for rangers Level 12 Hunter’s Mark for rangers Level 16
Level 1 (like Divination) Level 1 (like Divination)
Casting Time: Bonus action Casting Time: Bonus action
Range: 90 feet Range: 90 feet
Components: V Components: V
Duration: 1 hour Duration: 1 hour
Duration if you do not expand a spell slot to use the ability: Duration if you do not expand a spell slot to use the ability:
concentration up to 1 hour concentration up to 1 hour
You mark one creature you can see within range as your You mark one creature you can see within range as your
quarry. Until the spell ends, you deal an extra 1d6 Force quarry. Until the spell ends, you deal an extra 1d8 Force
damage to the target whenever you hit it with an attack roll. damage to the target whenever you hit it with an attack roll.
You also have Advantage on any Wisdom You also have Advantage on any Wisdom
(Perception or Survival) check you make to find it. (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you If the target drops to 0 Hit Points before this spell ends, you
can take a Bonus Action, a Reaction or you can expand two can take a Bonus Action, a Reaction or you can expand one
uses of the Favored enemy feature to move the mark to a use of the Favored enemy feature to move the mark to a new
new creature you can see within range. creature you can see within range.
Using a Higher-Level Spell Slot. With a spell slot of level 3-4 Using a Higher-Level Spell Slot. With a spell slot of level 3-4
you can make hunters mark lasts 8 hours or you can mark you can make hunters mark lasts 8 hours or you can mark
two creatures you can see instead of one. Using a 5th of two creatures you can see instead of one. Using a 5th of
higher level spell slot it lasts 24 hours or you can mark thee higher level spell slot it lasts 24 hours or you can mark thee
creatures you can see instead of one. creatures you can see instead of one.

Level 13: Level 17


Hunter’s Mark for rangers Level 13 Hunter’s Mark for rangers Level 17
Level 1 (like Divination) Level 1 (like Divination)
Casting Time: Bonus action Casting Time: Bonus action
Range: 90 feet Range: 90 feet
Components: V Components: -
Duration: 1 hour Duration: 1 hour
Duration if you do not expand a spell slot to use the ability: Duration if you do not expand a spell slot to use the ability:
concentration up to 1 hour concentration up to 1 hour
You mark one creature you can see within range as your You mark one creature you can see within range as your
quarry. Until the spell ends, you deal an extra 1d8 Force quarry. Until the spell ends, you deal an extra 1d8 Force
damage to the target whenever you hit it with an attack roll. damage to the target whenever you hit it with an attack roll.
You also have Advantage on any Wisdom You also have Advantage on any Wisdom
(Perception or Survival) check you make to find it. (Perception or Survival) check you make to find it and on
attack rolls.
If the target drops to 0 Hit Points before this spell ends, you
can take a Bonus Action, a Reaction or you can expand two If the target drops to 0 Hit Points before this spell ends, you
uses of the Favored enemy feature to move the mark to a can take a Bonus Action, a Reaction or you can expand one
new creature you can see within range. use of the Favored enemy feature to move the mark to a new
Using a Higher-Level Spell Slot. With a spell slot of level 3-4 creature you can see within range.
you can make hunters mark lasts 8 hours or you can mark Using a Higher-Level Spell Slot. With a spell slot of level 3-4
two creatures you can see instead of one. Using a 5th of you can make hunters mark lasts 8 hours or you can mark
higher level spell slot it lasts 24 hours or you can mark thee two creatures you can see instead of one. Using a 5th of
creatures you can see instead of one. higher level spell slot it lasts 24 hours or you can mark thee
creatures you can see instead of one.

8
Level 3: Primal Companion
You magically summon a primal beast, which draws
strength from your bond with nature. Choose its stat
block: Beast of the Land, Beast of the Sea, or Beast of
the Sky. You also determine the kind of animal it is,
choosing a kind appropriate for the stat block.
Whatever beast you choose, it bears primal markings
indicating its supernatural origin.
The beast is Friendly to you and your allies and
obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts
during your turn. It can move and use its Reaction on
its own, but the only action it takes is the Dodge
action unless you take a Bonus Action to command it
to take an action in its stat block or some other action.
You can also sacrifice one of your attacks when you
take the Attack action to command the beast to take
the Beast’s Strike action. If you have the Incapacitated
condition, the beast acts on its own and isn’t limited to
the Dodge action.
Restoring or Replacing the Beast. If the beast has
died within the last hour, you can take a Magic action
to touch it and expend a spell slot. The beast returns
to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon
a different primal beast, which appears in an
unoccupied space within 5 feet of you. You choose its
Level 20 stat block and appearance. If you already have a beast
from this feature, the old one vanishes when the new
Hunter’s Mark for rangers Level 20 one appears.
Level 1 (like Divination)
Casting Time: Bonus action
Range: 90 feet
Beast of the Land
Medium Beast, Neutral
Components: -
Duration: 1 hour AC 13 plus your Wisdom modifier
You mark one creature you can see within range as your Initiative +2 (12)
quarry. Until the spell ends, you deal an extra 1d10 Force HP 5 plus five times your Ranger level (the beast has a
damage to the target whenever you hit it with an attack roll. number of Hit Dice [d8s] equal to your Ranger level)
You also have Advantage on any Wisdom Speed 40 ft., Climb 40 ft.
(Perception or Survival) check you make to find it and on mod save mod save mod save
attack rolls. Str 14 +2 +2 Dex 14 +2 +2 Con 15 +2 +2
Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0
If the target drops to 0 Hit Points before this spell ends, you
can choose to move the mark to a new creature you can see Senses Darkvision 60 ft., Passive Perception 12.
within range. Languages Understands the languages you know
Using a Higher-Level Spell Slot. With a spell slot of level 3-4 CR None (XP 0; PB equals your Proficiency Bonus)
you can make hunters mark lasts 8 hours or you can mark
two creatures you can see instead of one. Using a 5th of
higher level spell slot it lasts 24 hours or you can mark thee Traits
creatures you can see instead of one. Primal Bond. Add your Proficiency Bonus to any ability check
or saving throw the beast makes.
Ranger Subclasses Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell
Beast Master attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom
Bond with a Primal Beast modifier Bludgeoning, Piercing, or Slashing damage (your
choice when you summon the beast). If the beast moved at
A Beast Master forms a mystical bond with a
least 20 feet straight toward the target before the hit, the
special animal, drawing on primal magic and a deep target takes an extra 1d6 damage of the same type, and the
connection to the natural world. target has the Prone condition if it is a Large or smaller
creature.

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Beast of the Sea
Medium Beast, Neutral

AC 13 plus your Wisdom modifier


Initiative +3 (13)
HP 5 plus 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..
mod save mod save mod save
Str 6 -2 -2 Dex 16 +3 +3 Con 13 +1 +1
Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0

Senses Darkvision 90 ft., Passive Perception 12.


Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)

Traits
Amphibious. The beast can breathe air and water.
Primal Bond. Add your Proficiency Bonus to any ability check
or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell
attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom
modifier Bludgeoning or Piercing damage (your choice
when you summon the beast), and the target has the
Grappled condition (escape DC equals your spell save DC).

Beast of the Sky


Medium Beast, Neutral

AC 13 plus your Wisdom modifier


Initiative +2 (12)
HP 5 plus five times your Ranger level (the beast has a
number of Hit Dice [d8s] equal to your Ranger level)
Speed 10 ft., Fly 60 ft.
mod save mod save mod save
Str 14 +2 +2 Dex 14 +2 +2 Con 15 +2 +2
Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0

Senses Darkvision 60 ft., Passive Perception 12.


Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)

Traits
Flyby. The beast doesn’t provoke Opportunity Attacks when it
flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any ability check
or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your spell
attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom
modifier Slashing damage.

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Level 7: Exceptional Training
When you take a Bonus Action to command your
Primal Companion beast to take an action, you can
also command it to take the Dash, Disengage, Dodge,
or Help action using its Bonus Action.
In addition, whenever it hits with an attack roll and
deals damage, it can deal your choice of Force
damage or its normal damage type.
Level 11: Bestial Fury
When you command your Primal Companion beast to
take the Beast’s Strike action, the beast can use it
twice.
In addition, the first time each turn it hits a creature
under the effect of your Hunter’s Mark spell, the beast
deals extra Force damage equal to the bonus damage
of that spell.
Level 15: Share Spells
When you cast a spell targeting yourself, you can also
affect your Primal Companion beast with the spell if
the beast is within 30 feet of you.

Fey Wanderer
Wield Fey Mirth and Fury
A fey mystique surrounds you, thanks to the boon of
an archfey or a location in the Feywild that
transformed you. However you gained fey magic, you
are now a Fey Wanderer. 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.
Level 3: Dreadful Strikes
You can augment your weapon strikes with mind-
scarring magic drawn from the murky 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
Ranger level 11.
Level 3: Fey Wanderer Spells
When you reach a Ranger level specified in the Fey
Wanderer Spells table, you thereafter always have the
listed spells prepared.

Fey Wanderer Spells


Ranger Level Spells
3rd Charm Person
5th Misty Step
9th Summon Fey
13th Dimension Door
17th Mislead

You also possess a fey blessing. Choose it from the


Feywild Gifts table or determine it randomly.

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Feywild Gifts
1d6 Gift
1 Illusory butterflies flutter around you while you take a
Short or Long Rest.
2 Flowers bloom from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or
another comforting herb or spice.
4 Your shadow dances while no one is looking directly at
it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color each dawn.

Level 3: Otherworldly Glamour


Whenever you make a Charisma check, you gain a
bonus to the check equal to your Wisdom modifier
(minimum of +1).
You also gain proficiency in one of these skills of
your choice: Deception, Performance, or Persuasion.
Level 7: Beguiling Twist
The magic of the Feywild guards your mind. You have
Advantage on saving throws to avoid or end the
Charmed or Frightened condition.
In addition, whenever you or a creature you can see
within 120 feet of you succeeds on a saving throw to
avoid or end the Charmed or Frightened condition,
you can take a Reaction to force a different creature
you can see within 120 feet of yourself to make a
Wisdom save against your spell save DC. On a failed
save, the target is Charmed or Frightened (your
choice) for 1 minute. The target repeats the save at
the end of each of its turns, ending the effect on itself
on a success.
Level 11: Fey Reinforcements
You can cast Summon Fey without a Material
component. You can also cast it once without a spell
slot, and you regain the ability to cast it in this way
Gloom Stalker
when you finish a Long Rest. Draw on Shadow Magic to Fight Your Foes
Whenever you start casting the spell, you can Gloom Stalkers are at home in the darkest places,
modify it so that it doesn’t require Concentration. If wielding magic drawn from the Shadowfell to combat
you do so, the spell’s duration becomes 1 minute for enemies that lurk in darkness.
that casting.
Level 3: Dread Ambusher
Level 15: Misty Wanderer You have mastered the art of creating fearsome
You can cast Misty Step without expending a spell ambushes, granting you the following benefits.
slot. You can do so a number of times equal to your Ambusher’s Leap. At the start of your first turn of
Wisdom modifier (minimum of once), and you regain each combat, your Speed increases by 10 feet until
all expended uses when you finish a Long Rest. the end of that turn.
In addition, whenever you cast Misty Step, you can Dreadful Strike. When you attack a creature and hit it
bring along one willing creature you can see within 5 with a weapon, you can deal an extra 2d6 Psychic
feet of yourself. That creature teleports to an damage. You can use this benefit only once per turn,
unoccupied space of your choice within 5 feet of your you can use it a number of times equal to your
destination space. Wisdom modifier (minimum of once), and you regain
all expended uses when you finish a Long Rest.
Initiative Bonus. When you roll Initiative, you can
add your Wisdom modifier to the roll.

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Level 3: Gloom Stalker Spells
When you reach a Ranger level specified in the Gloom
Stalker Spells table, you thereafter always have the
listed spells prepared.

Gloom Stalker Spells


Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Level 3: Umbral Sight


You gain Darkvision with a range of 60 feet. If you
already have Darkvision when you gain this feature,
its range increases by 60 feet.
You are also adept at evading creatures that rely on
Darkvision. While entirely in Darkness, you have the
Invisible condition to any creature that relies on
Darkvision to see you in that Darkness.
Level 7: Iron Mind
You have honed your ability to resist mind-altering
powers. 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).
Level 11: Stalker’s Flurry
The Psychic damage of your Dreadful Strike becomes
2d8. In addition, when you use the Dreadful Strike
effect of your Dread Ambusher feature, you can cause
one of the following additional effects.
Sudden Strike. You can make another attack with
the same weapon against a different creature that is
within 5 feet of the original target and that is within
the weapon’s range.
Mass Fear. The target and each creature within 10
feet of it must make a Wisdom saving throw against
your spell save DC. On a failed save, a creature has
the Frightened condition until the start of your next
turn.
Level 15: Shadowy Dodge
When a creature makes an attack roll against you, you
can take a Reaction to impose Disadvantage on that
roll. Whether the attack hits or misses, you can then
teleport up to 30 feet to an unoccupied space you can
see.

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Hunter
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using
your abilities as a Hunter to protect nature and people
everywhere from forces that would destroy them.
Level 3: Hunter’s Prey
You gain one of the following feature options of your
choice. Whenever you finish a Short or Long Rest,
you can replace the chosen option with the other one.
Colossus Slayer. Your tenacity can wear down even
the most resilient foes. When you hit a creature with a
weapon, the weapon deals an extra 1d8 damage to the
target if it’s missing any of its Hit Points. You can deal
this extra damage only once per turn.
Horde Breaker. Once on each of your turns when
you make an attack with a weapon, you can make
another attack with the same weapon against a
different creature that is within 5 feet of the original
target, that is within the weapon’s range, and that you
haven’t attacked this turn.
Level 3: Hunters Lore
You do not need to expend another use of the Favored
enemy feature to reveal the estimate of the direction
and the estimate of the amount when using the
Primeval Awareness feature.
Level 7: Defensive Tactics
You gain one of the following feature options of your
choice. Whenever you finish a Short or Long Rest,
you can replace the chosen option with the other one.
Escape the Horde. Opportunity Attacks have
Disadvantage against you.
Multiattack Defense. When a creature hits you with
an attack roll, that creature has Disadvantage on all
other attack rolls against you this turn.
Level 11: Superior Hunter’s Prey
You gain one of the following feature options of your
choice. Whenever you finish a Short or Long Rest,
you can replace the chosen option with the other one.
Group Hunter: As a Bonus Action the first time
each turn an ally hits a creature under the effect of
your Hunter’s Mark For Rangers spell, the ally deals
extra Force damage equal to half the bonus damage of
that spell (rounded down to a minimum of one).
Desperate damage: Before you make an attack with
a weapon that you are proficient with, you can choose
to take a -2 penalty to the attack roll. If the attack hits,
you add your wisdom modifier to the attack’s damage.
You can do this a number of times equal to half your
PB (rounded down) per Short Rest.
Level 15: Superior Hunter’s Defense
When you take damage, you can take a Reaction to
give yourself Resistance to that damage and any other
damage of the same type until the end of the current
turn.

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