Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + your Constituation Modifier
Hit Points at Higher Levels: 1d10 (or 6)+ your Constitution Modifier
Proficiences
Armor: 1d10 (or 6)+your Constitution modifier per ranger level after 1st.
Weapons: Simple Weapons, Martial Weapons
Tools: none.
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Overview & Creation
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees and trackless forests, across wide and empty plains, rangers keep their watch.
While many others may place their focus on casting and magic, the rangers divided their focus and training between magic and the world around them. For them, learning about magic isn't merely for casting purposes or even spiritual purposes, but as a means of survival. Combinind their hunting and tracking lessons with their magic, they have turned magic into a tool of practicality to help them survive in the wilds. The Ori and Kasunans are both races that have mastered the art of the ranger as much of their civilization is built around the wilds of enchanted woods.
Class Features
Hunter's Mark
Beginning at 1st level, you can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as its on the same plane of existence as you and isn't protected from divine magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits.
- You have advantage on any Wisdom (perception) or Wisdom (Survival) check to find the target.
- Once per turn, when you hit the target with a weapon attack, you deal additional damage as shown in the Hunter's Mark column of the ranger table.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a short or long rest.
Natural Explorer
You have a natural talent to roam the world. If you are proficient in Nature or Survival, your proficiency bonus is doubled for any ability check you make that uses it. WHen you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:
Coast. Swimming no longer costs you extra movement. You can also hold your breath for twice as long as you normally would.
Desert. You are naturally adept to hot climates as described in chapter 5 of the Dungeon's Master's Guide. You also gain resistance against fire damage.
Forest. You gain proficiency in Perception and you proficiency bonus is doubled for any ability check you make that uses it.
Grassland. Your speed increases by 10 feet.
Mountain. Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
Tundra. You are naturally adept to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance to cold damage.
Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write one humanoid language of your choice.
You choose an additional favored terrain type at 6th level, at 10th level, and at 14th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Guerrilla
As long as you are not wearing heavy armor, your speed increases by 10 feet. If you move at least 10 feet on your turn, you gain +1 on damage rolls until the start of your next turn.
Two Weapon Fighting
When you engage in two weapon fighting, you can add your ability modifier to the damage of the secondary attack.
Wilderness Guide
At 3rd level, your adeptness at traveling and surviving in the rough and untamed regions of the world allows you to lead others more easily through any environment. While traveling for an hour or more in the wilderness, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking) you remain alert to danger.
- You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.
- Your group can move stealthily at a normal pace.
Ranger Conclave
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, and 15th level. You may choose between the following conclaves: Beast Master, Gloom Stalker, Horizon Walker, Hunter, Monster Slayer, Primeval Guardian, Vigilante, Wind Runner.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Vanish
Beginning at 6th level, your speed and stealth in combat make you hard to pin down. You can take the Hide action as a bonus action and you can't be tracked by non-magical means, unless you choose to leave a trail.
Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.
Land's Stride
Starting at 8th level, moving through non-magical difficult terrain costs no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Hide in Plain Site
Starting at 10th level, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use an action on your turn to prlong the duration for another round, up to a maximum of 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier (minimum of 1) to the attack roll or the damage roll of an attack you make against a creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) scale mail or (b) leather armor
- A longbow and a quiver of 20 arrows.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.
Casting Spells
The Ranger Table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier+half your ranger level, rounded down (minimum of one spell). The spell must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells required time spendt in prayer and meditation: at least 1 minute per spell level on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since you magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC=8+your proficiency bonus+your Wisdom modifier
Spell Attack Modifier= your proficiency bonus+your Wisdom modifier
Spell Level |
Spells |
1st Level |
Action Image, Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Jump, Longstrider, Magic Archer, Magic Bomb, Speak with Animals, Starsee, Wayfaring Stranger. |
2nd Level |
Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Cover of Night, Darkvision, Find Traps, Lesser Restoration, Locate Animals or Plants, Locate object, Nock Nock, Pass without Trace, Protection from Posion, Silence, Spike Growth, Stand and Deliver, Weapon's Kairos. |
3rd Level |
Bow of the Huntress, Conjure Animals, Conjure Barrage, Daylight, Lightning Arrow, Nondetection, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall. |
4th Level |
Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Locate Creature, Stoneskin. |
5th Level |
Commune with Nature, Conjure Volley, Swift Quiver, Tree Stride, True Absorb Elements. |
Subclass Options
Beast Master
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
Beast Master Features
Ranger Level |
Features |
3rd |
Beast Magic, Ranger's Companion |
7th |
Exceptional Training |
11th |
Bestial Fury |
15th |
Defensive Coordination |
Beast Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Magic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Ranger Level |
Spells |
3rd |
Beast Bond |
5th |
Warding Bond |
9th |
Conjure Animals |
13th |
Dominate Beast |
17th |
Awaken |
Ranger's Companion
Also at 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of Earth. Such a creature seeks out the type of companionship a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or a Beast of the Earth, and you determine its appearance.
In combat, the beast companion shares your initiative count, but it also takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it take one of the actions in its stat block or the Hide, or Search action.
If it has died within the last hour, you can touch the body as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of the 1st level or higher. The beast companion returns to life after 1 minute with all its hit points restored.
Your companion shares your alignment and has a personality trait and a flaw that you can also roll for or select from the tables below. Your companion shares your idea and its bond is always "The ranger who travels with me is a beloved companion for whom I would gladly give my life."
d6 |
Personality Trait |
1 |
I'm dauntless in the face of adversity |
2 |
Threaten my friends, threaten me. |
3 |
I stay on alert so others can rest |
4 |
People see an animal and underestimate me. I use that to my advantage. |
5 |
I have a knack for showing up in the nick of time. |
6 |
I put my friends' needs before my own in all things. |
d6 |
Flaw |
1 |
If there's food left unattended, I'll eat it. |
2 |
I growl at strangers, and all people except my ranger are strangers to me. |
3 |
Anytime is a good time for a belly rub. |
4 |
I'm deathly afraid of water. |
5 |
My idea of hello is a flurry of licks to the face. |
6 |
I jump on creatures to tell them how much I love them. |
Exceptional Training
Beginning at 7th level, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to attack as a bonus action, the beast can make two attacks.
Defensive Coordination
Starting at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it.
Gloom Stalker
Gloom stalkers are born 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 go any place where evil lurks in the shadows.
Gloom Stalker Features
Ranger Level |
Features |
3rd |
Gloom Stalker Magic, Dread Ambusher, Umbral Sight |
7th |
Iron Mind |
11th |
Stalker's Flurry |
15th |
Stalker's Dodge |
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker spells table. The spell counts as a ranger spell for you, but it doesn't count agianst the number of ranger spells you prepare.
Gloom Stalker Spell
Ranger Level |
Spells |
3rd |
Disguise Self |
5th |
Rope Trick |
9th |
Fear |
13th |
Greater Invisibility |
17th |
Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike.
Once on each of your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Stalker's Dodge
At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.
Horizon Walker
Rangers of the Horizon Conclave guard the world against threats that originate from other realms. They seek out planar portals and keep watch over them, venturing into other planes as needed to defeat threats.
Horizon Walker Features
Ranger Level |
Features |
3rd |
Horizon Walker Magic, Detect Portal, Planar Warrior |
7th |
Ethereal Step |
11th |
Distant Strike |
15th |
Spectral Defense |
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Ranger Level |
Spells |
3rd |
Protection from Good and Evil |
5th |
Misty Step |
9th |
Haste |
13th |
Banishment |
17th |
Teleportation Circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closet planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Ethereal Step
At 7th level, you learn in step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during the battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Hunter
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging monsters, hordes of beasts, to towering giants and terrifying dragons.
Hunter Features
Ranger Level |
Features |
3rd |
Hunter Magic, Hunter's Prey |
7th |
Defensive Tactics |
11th |
Multiattack |
15th |
Superior Hunter's Defense |
Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Magic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Hunter Spells
Ranger Levels |
Spells |
3rd |
Snare |
5th |
Pass Without Trace |
9th |
Nondetection |
13th |
Locate Creature |
17th |
Scrying |
Hunter's Prey
At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.
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 if it's below its hit point maximum. You can only deal this extra damage once per turn.
Giant Killer. When a Larger or larger creature within 5 feet of you hits or misses you with an attack, you deal an additional 1d8 damage with weapon attacks against that creature on your turn.
Horde Breaker. Once on each of your turns when you make a melee attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Defensive Tactics
At 7th level, you gain one of the following features of your choice: Escape the Horde, Multi-attack Defense, or Steel Will.
Escape the Horde. Your movement does not provoke attacks of opportunity.
Multi-Attack Defense. Whether the attack hit or misses, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You are immune to being frightened.
Multi-attack
At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. When attacking with a melee weapon, you may make an additional weapon attack when you use the Attack action as long as each attacker is against a different target.
Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.
Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Monster Slayer
Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts in unearthing and defeating mighty foes.
Monster Slayer Features
Ranger Level |
Features |
3rd |
Monster Slayer Magic, Hunter's Sense, Slayer's Prey |
7th |
Supernatural Defense |
11th |
Magic User's Nemisis |
15th |
Slayer's Counter |
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Monster Slayer Spells
Ranger Level |
Spells |
3rd |
Protection from Evil and Good |
5th |
Zone of Truth |
9th |
Magic Circle |
13th |
Banishment |
17th |
Hold Monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. Alternatively, when you attack a creature, you can choose the target of the attack as designated creature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target or your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed a Wisdom saving throw against you spell save DC or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey feature forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If you attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Primeval Guardian
Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of the ancient trees in order to overcome their foes. These rangers dwell in the elder forests of the world, venturing out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient forests that saw the earliest days of the world.
Primeval Guardian Features
Ranger Level |
Features |
3rd |
Primeval Guardian Magic, Guardian Soul |
7th |
Ancient Fortitude |
11th |
Rooted Defense |
15th |
Guardian Aura |
Primeval Guardian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you and it doesn't count against the number of ranger spells you prepare.
Primeval Guardian Spells
Ranger |
Spells |
3rd |
Entangle |
5th |
Enhance Ability |
9th |
Speaks with plants |
13th |
Guardian of Nature |
17th |
Tree Stride |
Guardian Soul
Starting at 3rd level, you gain the ability to temporarily take on the appearance of a treelike person, covered with leaves, thorns, and bark. As a bonus action, you assume this guardian form, which lasts until you end it on your turn, you dismiss it (no action required) or until you are incapacitated. You undergo the following changes while in your guardian form:
- You havlve your base movement speed (minimum of 5 feet).
- Your reach increases by 5 feet, unless your reach was already increased in another way.
- You gain a number of temporary hit points at the start or each of your turns. The number equals half your ranger level (rounded up). If a creature hits you with a melee attack while you have these hit points, the creature takes 1d6 piercing damage. When the form ends, you lost any temporary hit points you have from it.
Once you have used this feature, you must finish a short or long rest before you can use it again.
Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests. While in guardian form, you have advantage on Constitution saving throws. In addition, you add your Constitution modifier to the number of temporary hit points you gain at the start of your turn while in guardian form.
Rooted Defense
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.
Guardian Aura
Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level (rounded up). This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
Vigilante
Vigilantes are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities choked with thirsty weeds and decorated with crumbling remnants of once thriving communities, become gathering points for desperate innocents-and for the sneak thieves and bandits who prey on the helpless.
Vigilantes toe the line between the natural forest and the cityscapes, fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land.
Vigilante Features
Ranger Level |
Features |
3rd |
Vigilante Magic, City Dweller, Back Alley Fighting |
7th |
Watchful Eyes |
11th |
Streetwise |
15th |
Close Quarters |
Vigilante Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class as shown in the vigilante spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Vigilante Spells
Ranger Level |
Spells |
3rd |
Disguise Self |
5th |
Blur |
9th |
Tongues |
13th |
Freedom of Movement |
17th |
Passwall |
City Dweller
Starting at 3rd level, you are quick to adapt to any city you currently find yourself in. While cultures are different, most streets do breath in a similar fashion. The price for any meal and accommodations you negotiate is halved. Furthermore, you gain proficiency in one game set of your choice. Your proficiency bonus is doubled for any checks you make using this game set.
Back Alley Fighting
Also at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 2d4 damage if the target is adjacent to at least one creature, excluding yourself. You can deal with extra damage only once per turn.
Additionally, whenever you are attacking a creature that is adjacent to at least two solid structures or objects such as walls, trees, or similar, you have advantage on the attack roll.
Watchful Eyes
Starting at 7th level, you know better than to mistake civilization as a guarantee for safety, maintaining a watchful presence and analyzing every situation you currently find yourself in. You can give yourself a bonus to you initiative rolls equal to your Wisdom modifier.
Streetwise
At 11th level, you have grown adept at weaving through crowds and quickly dodging around people. Spaces occupied by non hostile creatures are not difficult terrain to you, and you can move through spaces occupied by hostile creatures, treating such spaces at difficult terrain.
Additionally, you have advantage on ability checks related to chases while in your favored terrain and you ignore half cover when you make an attack against another creature.
Close Quarters
At 15th level, you and creatures always gain the benefits of half cover whenever one or more creatures are within 5 feet of you. As a bonus action, you can grant half cover to adjacent creatures of you of your choice until the start of your next turn.
Wind Runner
The sky calls to the earth below, beckoning to the land. The wind whispers, screaming in the highest peaks and whispering in the quiet valleys below. You hear the voice hidden within the breeze, and it has become your constant companion. The soft caress of the air can be pleasant, but the furious tempest also carries the maddening sounds of the darkest places and the cries of the nightmares that dwell within. Rangers who follow your path reject the cruel grasp of the world beneath them, fighting against the wicked beasts and hellish things that lurk below. Your voice carries like the shout of a hurricane and your blades and arrows hiss as they cut the sky itself. You've chosen to embrace the breeze, calling upon it in your quest to venture beyond the earth. You've chosen to ascend, triumphant to the sky.
Wind Runner Features
Ranger Level |
Features |
3rd |
Wind Runner Magic, Misty Mountain, Whisper of the Breeze |
7th |
Eye of the Tempest |
11th |
Voices of the Whirlwind |
15th |
Skyward Ascension |
Wind Runner Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class as shown in the Wind Runner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you prepare.
Wind Runner Spells
Ranger Level |
Spells |
3rd |
Fog Cloud |
5th |
Gust of Wind |
9th |
Wind Wall |
13th |
Storm Sphere |
17th |
Control Winds |
Misty Mountain
Also at 3rd level, your dedication to this path has taken you to the highest places, sharpening your senses and training you to survive. You ignore disadvantage on Wisdom (Perception) checks and you are always acclimated to high altitudes. Falling damage you take is reduced by an amount equal to five times you ranger level, to a minimum of 0.
Whisper of the Breeze
At 3rd level, your affinity to the primal element of air allows you to speak to the wind, calling it to serve your purpose. Whenever you take the attack action, you can choose to guide the wind in different ways. Each time you do so, choose one of the following options.
Arcing Gust. When a ranged attack misses you, you can use your reaction to whistle, guiding the projectile towards a new target. Reroll the attack roll against a different target within 30 feet of the original target.
Hurricane Shout. You take a deep breath, preparing to unleash the tempest.When a creature takes damage from an attack during your turn, you can use your reaction to let loose a buffeting yell. One creature of your choosing within 30 feet of you must make a Strength saving throw against your ranger spell save DC. If it fails, it takes 1d6 force damage and is pushed back 10 feet or knocked prone (creature's choice).
Sky Dance. You enter a defensive stance, exhaling to call the wind to your back. When a creature misses you with an attack roll, as a reaction you can move up to 10 feet without provoking opportunity attacks.
Eye of the Tempest
At 7th level, your grace is supplemented by the whims of the breeze as you turn against your earthly origins. You do not provoke attacks of opportunity attacks while flying. Once per turn when you make a Dexterity saving throw, you can immediately fly a number of feet equal to your walking speed. If this movement would take you out of the range or area of the effect that forced you to make the saving throw, you gain advantage on the saving throw.
Voice of the Whirlwind
Starting at the 11th level, you speak plainly with the wind itself, and it answers in earnest. The options granted to you by your Whisper of the Breeze feature improve in the following ways.
Arcane Gust. The ranged attack against the new target has advantage.
Hurricane Shout. If the creature fails the saving throw, it is pushed back by 30 feet or are knocked prone (creature's choice). If the creature is knocked prone or impacts a surface due to this movement, it takes an additional 2d6 force damage.
Sky Dance. When you move due to this stance, your spirit charges with power, causing your next attack to deal an extra 2d8 lightning damage.
Skyward Ascension
Beginning at 15th level, you are no longer bound to the earth that once hindered you. You can take the Dash action as a bonus action. When you take the Dash action, you gain a flying speed equal to your walking speed until the start of your next turn. Whenever you voluntarily move while it is not your turn, you can choose to fly an equal distance instead.
Level | Proficiency Bonus | Energy Points (EP) | 1st | 2nd | 3rd | 4th | 5th | Features |
---|
1st | +2 | - | - | - | - | - | - | Hunter's Mark, Natural Explorer |
2nd | +2 | 2 | 2 | - | - | - | - | Fighting Style, Spellcasting |
3rd | +2 | 3 | 3 | - | - | - | - | Ranger Conclave, Wilderness Guide |
4th | +2 | 3 | 3 | - | - | - | - | Ability Score Improvement |
5th | +3 | 8 | 4 | 2 | - | - | - | Extra Attack |
6th | +3 | 8 | 4 | 2 | - | - | - | Natural Explorer Improvement, Vanish |
7th | +3 | 10 | 4 | 3 | - | - | - | Ranger Conclave feature |
8th | +3 | 10 | 4 | 3 | - | - | - | Ability Score Improvement, Land's Stride |
9th | +4 | 16 | 4 | 3 | 2 | - | - | - |
10th | +4 | 16 | 4 | 3 | 2 | - | - | Natural Explorer Improvement, Hide in Plain Sight |
11th | +4 | 19 | 4 | 3 | 3 | - | - | Ranger Conclave feature |
12th | +4 | 19 | 4 | 3 | 3 | - | - | Ability Score Improvement |
13th | +5 | 23 | 4 | 3 | 3 | 1 | - | - |
14th | +5 | 23 | 4 | 3 | 3 | 1 | - | Natural Explorer Improvement |
15th | +5 | 27 | 4 | 3 | 3 | 2 | - | Ranger Conclave Feature |
16th | +5 | 27 | 4 | 3 | 3 | 2 | - | Ability Score Improvement |
17th | +6 | 36 | 4 | 3 | 3 | 3 | 1 | - |
18th | +6 | 36 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
19th | +6 | 41 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement |
20th | +6 | 41 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |