Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
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.
Field Researcher Rangers investigate and protect the natural world. These explorers seek to preserve and understand the magic of floral dragons. Their skills let them roam wherever their research requires, and their observational abilities make them formidable opponents and steadfast allies should danger arise.
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Draw on the Might of Ancient Wild Terrors. Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.
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.
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.
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
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.
Enshrouded within the radiance of Luyarnha, a conclave of Rangers lies concealed, their solemn duty vowed to the preservation of peace within the walls, regardless of the means. Ever vigilant against the insidious advance of the Scourge, they have honed their inquisitorial craft, recognizing the importance of early prevention of this plague. They achieve this by finding and interrogating victims—and even potential victims—before signs of sickness manifest themselves.
Although these Rangers have been known to serve the clergy and royalty, since the fall of the House of Commons, they are no longer beholden to the fickle desires of any specific lord or lady. Many are now driven by a loftier purpose, one that necessitates the utmost discipline and commitment, for they recognize that if the Scourge is allowed to propagate, it shall wreak havoc upon all they cherish. Yet, some pursue baser ambitions, offering their expertise to those who desire to bend these Rangers to their malevolent will, extracting confessions or inflicting retribution upon adversaries. After all, torture, a practice as ancient as the very bedrock of the earth, is a dreadful instrument, potent enough to shatter even the most indomitable of spirits.
In the throes of battle, these Rangers bring their torturous expertise with them, employing it with merciless precision to break their enemies and methodically subject them to unspeakable agony. They show no mercy to their foes, for they are well aware that none would be extended to them in kind.
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.
Core Ranger Traits
| Primary Ability | Dexterity, Wisdom |
|---|---|
| Hit Point Die | d10 per Ranger level |
| Saving Throw Proficiencies | Strength, Dexterity |
| Skill Proficiencies | Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Shields |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrow (20), Quiver, Druidic Focus (Sprig of Mistletoe), Explorer's Pack, 7 GP or (B) 150 GP |
Becoming a Ranger...
As a Level 1 Ranger
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
As a Multiclass Ranger
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Ranger Subclass | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Subclass Feature | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Subclass Feature | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Subclass Feature | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Ranger Subclass
You gain a Ranger subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Subclass Feature
You gain a feature from your Ranger Subclass.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Subclass Feature
You gain a feature from your Ranger Subclass.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Subclass Feature
You gain a feature from your Ranger Subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Primal Companion | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Exceptional Training | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Bestial Fury | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Share Spells | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
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 stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
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 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Dreadful Strikes, Fey Wanderer Spells, Otherworldly Glamour | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Beguiling Twist | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Fey Reinforcements | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Misty Wanderer | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
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.
Fey Wanderer Spells
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.
| Ranger Level | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Misty Step |
| 9th | Summon Fey |
| 13th | Dimension Door |
| 17th | Mislead |
| 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. |
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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
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 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.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Misty Wanderer
You can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Field Researcher Magic, Case Study, Research Skills | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Research Team | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Hands-on Analysis | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Floral Collaboration | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Field Researcher Magic
When you reach a Ranger level specified in the Field Researcher Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Detect Magic |
| 5th | Locate Animals or Plants |
| 9th | Plant Growth |
| 13th | Control Water |
| 17th | Awaken |
Case Study
Your focus in combat lets you find the perfect moment to strike again. When you hit a creature with an attack, you can use your bonus action to make another attack with the same weapon against that creature.
Research Skills
You have honed your research abilities, making you adaptable in the field. Whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: History, Investigation, or Nature.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Research Team
You have learned that working with a group is key to successful field research. When you are adjacent to an ally, you can use your Reaction to grant your ally Advantage on one Attack Roll or Skill Check they make on their turn.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Hands-on Analysis
Your ability to handle wild creatures lets you deal with those that might be hostile to others. When you cast the spells Animal Friendship, Animal Messenger, Conjure Animals, Locate Animals or Plants, or Speak with Animals, you can target or summon Plants and Dragons as well as Beasts as long as all the requirements of the spell are met.
Additionally, when you use a spell of 1st level or higher to restore Hit Points to a Plant or Dragon, the creature regains additional Hit Points equal to your Proficiency Bonus.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Floral Collaboration
Thanks to your extensive research, you know exactly what to call on for aid. You can cast Summon Dragon 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 when you finish a Long Rest.
When you cast this spell, you can choose to summon a floral dragon or Plant of CR 5 or lower instead of a Dragon spirit. When you summon a floral dragon, you can choose to make Wisdom (Animal Handling) checks instead of Constitution Saving Throws to maintain Concentration on this spell.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Dread Ambusher, Gloom Stalker Spells, Umbral Sight | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Iron Mind | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Stalker's Flurry | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Shadowy Dodge | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Dread Ambusher
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
- Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
- Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your 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.
Gloom Stalker Spells
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 13th | Greater Invisibility |
| 17th | Seeming |
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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
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 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hollow Warden Spells, Wrath of the Wild | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Hungering Might | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Rot and Violence | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Ancient Might | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Hollow Warden Spells
When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Wrathful Smite |
| 5 | Alter Self |
| 9 | Phantom Steed |
| 13 | Dominate Beast |
| 17 | Steel Wind Strike |
Wrath of the Wild
You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a Bonus Action, you can expend a use of Favored Enemy to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the Incapacitated condition, die, or end the transformation (no action required):
- Ancient Armor. You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11.
- Prowling Retribution. Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an Opportunity Attack against that creature.
- Unnerving Aura. When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes 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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Hungering Might
You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).
In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are Bloodied when you hit.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Rot and Violence
Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.
- Menacing Aura. When a creature fails its saving throw against your Unnerving Aura, it also can't regain Hit Points or take Reactions until the start of your next turn.
- Strangling Roots. When you hit a creature with an attack roll using a weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you're using with that weapon.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Ancient Might
You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.
- Ominous Strikes. When you hit a creature that has the Frightened condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier.
- Persistent Wrath. If you're reduced to 0 Hit Points but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your Hit Points instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a Long Rest. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature.
- Timeless. You have Immunity to the Exhaustion condition.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Detect Portal, Horizon Walker Magic, Planar Warrior | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Ethereal Step | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Distant Strike | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Spectral Defense | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Detect Portal
You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Horizon Walker Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Haste |
| 13th | Banishment |
| 17th | Teleportation Circle |
Planar Warrior
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.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Ethereal Step
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Distant Strike
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.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Spectral Defense
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hunter's Lore, Hunter's Prey | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Defensive Tactics | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Superior Hunter's Prey | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Superior Hunter's Defense | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Superior Hunter's Prey
Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hunter's Sense, Monster Slayer Magic, Slayer's Prey | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Supernatural Defense | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Magic-User's Nemesis | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Slayer's Counter | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Hunter's Sense
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.
Monster Slayer Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Zone of Truth |
| 9th | Magic Circle |
| 13th | Banishment |
| 17th | Hold Monster |
Slayer's Prey
You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Supernatural Defense
You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Magic-User's Nemesis
You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Slayer's Counter
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Gathered Swarm, Swarmkeeper Magic | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Writhing Tide | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Mighty Swarm | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Swarming Dispersal | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Gathered Swarm
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
| d4 | Appearance |
|---|---|
| 1 | Swarming insects |
| 2 | Miniature twig blights |
| 3 | Fluttering birds |
| 4 | Playful pixies |
Swarmkeeper Magic
You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Faerie Fire |
| 5th | Web |
| 9th | Gaseous Form |
| 13th | Arcane Eye |
| 17th | Insect Plague |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Writhing Tide
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Mighty Swarm
Your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Swarming Dispersal
You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Tools of the Trade, Torturer Techniques | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Depraved Mind | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Veil of Pain | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Mental Agony | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Torturer Techniques Options
You learn each of the following techniques. At higher levels, these techniques are improved.
Technique Save DC. If a technique requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Tools of the Trade
You've learned to interrogate and use implements of torture. You gain proficiency with Torture Tools and the Insight skill. You also have Expertise with them.
Torturer Techniques
You learn to use techniques. Unlike others who require patience and careful preparation, you make use of techniques that are fueled by your magic, letting you employ of Torture Tools in the midst of hunts—no creature too alien or too resolute to escape your methods.
You can use each technique twice, and you regain all expended uses when you finish a Long Rest. You can expend one use of your Favored Enemy feature (no action required) to regain one use of a technique.
- Techniques. When you hit a creature with a melee weapon attack or an Unarmed Strike while you have Torture Tools in one hand (or a free hand and the presence of Torture Tools at your disposal, such as strapped around your leg), as part of that attack, you can use a technique to enhance it in some way. You can only use a technique once per turn, though you can use different techniques in the same turn, and you can only use one technique per attack.
- Empowered Techniques. When you use a technique, you can empower it by expending a spell slot (no action required). When you do so, you inflict extra damage to the target, and the target subtracts a number of d4s from the saving throws it makes against the technique. The amount of damage and the number of dice subtracted are determined by the level of the spell slot expended, as shown on the following table. You can expend a spell slot up to a level determined by your Ranger level, also shown on the following table. You can also empower a technique if you expend one use of your Favored Enemy feature, which counts as a level 1 spell slot.
| Ranger Level | Spell Slot | Extra Damage | Saving Throw Penalty |
|---|---|---|---|
| 3 | 1 | Wisdom mod | 1d4 |
| 5 | 2 | 2 × Wisdom mod | 2d4 |
| 9 | 3 | 3 × Wisdom mod | 3d4 |
| 13 | 4 | 4 × Wisdom mod | 4d4 |
| 17 | 5 | 5 × Wisdom mod | 5d4 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Depraved Mind
You've seen the worst depravities that plague this world and have committed most of them. You are immune to the Frightened condition and gain Resistance to Psychic damage.
In addition, if a creature attempts to read your mind or telepathically talk to you against your will, it must first make a Wisdom saving throw against your Technique save DC. On a failed save, it witnesses the horrors within your mind. It takes Psychic damage equal to your level and fails to communicate with you. On a successful save, it can interact with you in this way for 1 minute without making the saving throw.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Veil of Pain
When you damage a creature with your torturer techniques, you can attempt to rattle its mind with the pain (no action required). The target must succeed on a Wisdom saving throw against your Technique save DC or start dissociating your presence, its mind refusing to acknowledge the anguish you are causing it, only perceiving you as a flicker. You have the Invisible condition to the target for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Mental Agony
You know how to cause pain to your quarry both physically and mentally. When a creature you can see within 60 feet of yourself that failed a saving throw against one of your torturer techniques since the start of your last turn makes an Intelligence, a Wisdom, or a Charisma saving throw, you can take a Reaction to flourish your blades, smile, or perform a similar terrifying display. The target subtracts 1d10 from its saving throw. Creatures that are immune to the Frightened condition are immune to this effect.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Ranger Features
| Level | Proficiency Bonus | Class Features | Favored Enemy | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | |||||
| 1 | +2 | Favored Enemy, Spellcasting, Weapon Mastery | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Fighting Style | 2 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Frigid Explorer, Hunter's Rime, Winter Walker Spells | 2 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | 3 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Fortifying Soul | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | 3 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Tireless | 4 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Chilling Retribution | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Relentless Hunter | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | 5 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Frozen Haunt | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Precise Hunter | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | 6 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Foe Slayer | 6 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Favored Enemy
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
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.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
- Druidic Warrior. You learn two Druid cantrips of your choice. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
Level 3
Frigid Explorer
You gain the following benefits.
- Biting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
- Frost Resistance. You have Resistance to Cold damage.
- Polar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
Hunter's Rime
Ice rimes you and your prey, protecting you and hindering them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Winter Walker Spells
When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Ice Knife |
| 5th | Hold Person |
| 9th | Remove Curse |
| 13th | Ice Storm |
| 17th | Cone of Cold |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Fortifying Soul
Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Tireless
Primal forces now help fuel you on your journeys, granting you the following benefits.
- Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
- Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.
Level 11
Chilling Retribution
When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Relentless Hunter
Taking damage can't break your Concentration on Hunter's Mark.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Frozen Haunt
When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
- Frozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
- Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Precise Hunter
You have Advantage on attack rolls against the creature currently marked by your Hunter's Mark.
Level 18
Feral Senses
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.
Level 20
Foe Slayer
The damage die of your Hunter's Mark is a d10 rather than a d6.
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.
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.
Field Researcher Rangers investigate and protect the natural world. These explorers seek to preserve and understand the magic of floral dragons. Their skills let them roam wherever their research requires, and their observational abilities make them formidable opponents and steadfast allies should danger arise.
Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.
Draw on the Might of Ancient Wild Terrors. Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.
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.
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.
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
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.
Enshrouded within the radiance of Luyarnha, a conclave of Rangers lies concealed, their solemn duty vowed to the preservation of peace within the walls, regardless of the means. Ever vigilant against the insidious advance of the Scourge, they have honed their inquisitorial craft, recognizing the importance of early prevention of this plague. They achieve this by finding and interrogating victims—and even potential victims—before signs of sickness manifest themselves.
Although these Rangers have been known to serve the clergy and royalty, since the fall of the House of Commons, they are no longer beholden to the fickle desires of any specific lord or lady. Many are now driven by a loftier purpose, one that necessitates the utmost discipline and commitment, for they recognize that if the Scourge is allowed to propagate, it shall wreak havoc upon all they cherish. Yet, some pursue baser ambitions, offering their expertise to those who desire to bend these Rangers to their malevolent will, extracting confessions or inflicting retribution upon adversaries. After all, torture, a practice as ancient as the very bedrock of the earth, is a dreadful instrument, potent enough to shatter even the most indomitable of spirits.
In the throes of battle, these Rangers bring their torturous expertise with them, employing it with merciless precision to break their enemies and methodically subject them to unspeakable agony. They show no mercy to their foes, for they are well aware that none would be extended to them in kind.
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.
Core Ranger Traits
| Primary Ability | Dexterity, Wisdom |
|---|---|
| Hit Point Die | d10 per Ranger level |
| Saving Throw Proficiencies | Strength, Dexterity |
| Skill Proficiencies | Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival |
| Weapon Proficiencies | Simple weapons, Martial weapons |
| Armor Training | Light armor, Medium armor, Shields |
| Starting Equipment | Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, Arrow (20), Quiver, Explorer's Pack, 7 GP or (B) 150 GP |
Becoming a Ranger...
As a Level 1 Ranger
- Gain all the traits in the Core Ranger Traits table.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
As a Multiclass Ranger
- Gain the following traits from the Core Ranger Traits table: Hit Point Die, proficiency with Martial weapons, proficiency in one skill of your choice from the Ranger's skill list, and training with Light and Medium armor and Shields.
- Gain the Ranger's level 1 features, which are listed in the Ranger Features table.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Ranger Subclass | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Subclass Feature | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Subclass Feature, Two Extra Attacks | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Subclass Feature | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Ranger Subclass
You gain a Ranger subclass of your choice.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Subclass Feature
You gain a feature from your Ranger Subclass.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Subclass Feature
You gain a feature from your Ranger Subclass.
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Subclass Feature
You gain a feature from your Ranger Subclass.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Primal Companion | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Exceptional Training | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Bestial Fury | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Share Spells | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
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.
- Predator's Companion. Whenever the beast hits your Prey with an attack roll, it can trigger the Predator Damage from your Predator feature.
- 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 stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Bestial Fury
When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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 60 feet of you.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Dreadful Strikes, Fey Wanderer Spells, Otherworldly Glamour | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Beguiling Twist | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Fey Reinforcements | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Misty Wanderer | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
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 attack, you can deal an extra Psychic damage to the target equal to a roll of your Predator die, which can take this extra damage only once per turn.
Fey Wanderer Spells
When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.
| Ranger Level | Spell |
|---|---|
| 3rd | Charm Person |
| 5th | Misty Step |
| 9th | Summon Fey |
| 13th | Dimension Door |
| 17th | Mislead |
| 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. |
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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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 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.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Misty Wanderer
You always have the Misty Step spell prepared and can cast it without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Field Researcher Magic, Case Study, Research Skills | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Research Team | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Hands-on Analysis | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Floral Collaboration | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Field Researcher Magic
When you reach a Ranger level specified in the Field Researcher Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Detect Magic |
| 5th | Locate Animals or Plants |
| 9th | Plant Growth |
| 13th | Control Water |
| 17th | Awaken |
Case Study
Your focus in combat lets you find the perfect moment to strike again. When you hit your Prey with a weapon attack, you can use your bonus action to make another attack with the same weapon against your Prey.
Research Skills
You have honed your research abilities, making you adaptable in the field. Whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: History, Investigation, or Nature.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Research Team
You have learned that working with a group is key to successful field research. When you are adjacent to an ally, you can use your Reaction to grant your ally Advantage on one Attack Roll or Skill Check they make on their turn.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Hands-on Analysis
Your ability to handle wild creatures lets you deal with those that might be hostile to others. When you cast the spells Animal Friendship, Animal Messenger, Conjure Animals, Locate Animals or Plants, or Speak with Animals, you can target or summon Plants and Dragons as well as Beasts as long as all the requirements of the spell are met.
Additionally, when you use a spell of 1st level or higher to restore Hit Points to a Plant or Dragon, the creature regains additional Hit Points equal to your Proficiency Bonus.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Floral Collaboration
Thanks to your extensive research, you know exactly what to call on for aid. You can cast Summon Dragon 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 when you finish a Long Rest.
When you cast this spell, you can choose to summon a floral dragon or Plant of CR 5 or lower instead of a Dragon spirit. When you summon a floral dragon, you can choose to make Wisdom (Animal Handling) checks instead of Constitution Saving Throws to maintain Concentration on this spell.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Dread Ambusher, Gloom Stalker Spells, Umbral Sight | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Iron Mind | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Stalker's Flurry | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Shadowy Dodge | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Dread Ambusher
You have mastered the art of creating fearsome ambushes, granting you the following benefits.
- Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
- Dreadful Strike. When you make a weapon attack against a creature and hit, you can deal an extra Psychic damage equal to two rolls of your Predator die. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once). 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.
Gloom Stalker Spells
When you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 13th | Greater Invisibility |
| 17th | Seeming |
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 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Stalker's Flurry
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 10 feet of the original target and that is within the weapon's range. This attack also benefits from the dreadful strike's damage.
- 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 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hollow Warden Spells, Wrath of the Wild | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Hungering Might | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Rot and Violence | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Ancient Might | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Hollow Warden Spells
When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Wrathful Smite |
| 5 | Alter Self |
| 9 | Phantom Steed |
| 13 | Dominate Beast |
| 17 | Steel Wind Strike |
Wrath of the Wild
You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a Bonus Action, you can transform into a ghastly form, gaining the following benefits for 1 minute or until you have the Incapacitated condition, die, or end the transformation (no action required):
- Hollow Evasion. You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11.
- Watcher's Retribution. Immediately after your Prey that you can see deals damage to you or one of your allies, you can use your Reaction to make a weapon attack targeting your Prey.
- Unnerving Aura. When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot Emanation originating from you makes 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.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Hungering Might
You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).
In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are Bloodied when you hit.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Rot and Violence
Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.
- Menacing Aura. When a creature fails its saving throw against your Unnerving Aura, it also can't regain Hit Points or take Reactions until the start of your next turn.
- Strangling Roots. When you hit a creature with an attack roll using a weapon, you can activate the Sap or Slow mastery property in addition to a different mastery property you're using with that weapon.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Ancient Might
You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.
- Ominous Strikes. When you hit a creature that has the Frightened condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier.
- Persistent Wrath. If you're reduced to 0 Hit Points but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your Hit Points instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a Long Rest. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature.
- Timeless. You have Immunity to the Exhaustion condition.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Detect Portal, Horizon Walker Magic, Planar Warrior | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Ethereal Step | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Distant Strike | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Spectral Defense | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Detect Portal
You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Horizon Walker Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Misty Step |
| 9th | Haste |
| 13th | Banishment |
| 17th | Teleportation Circle |
Planar Warrior
You learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, you can empower your next attack against your Prey. 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 extra force damage from the attack equal to two rolls of your predator die.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Ethereal Step
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Distant Strike
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 your Prey twice with the action, you can make one additional attack with it against that creature.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Spectral Defense
Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hunter's Lore, Hunter's Prey | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Defensive Tactics | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Superior Hunter's Prey | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Superior Hunter's Defense | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Hunter's Lore
You can call on the forces of nature to reveal certain strengths and weaknesses of your Prey. While a creature is designated as your Prey, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Hunter's Prey
Once per turn, when you hit your Prey with a ranged weapon attack, you can take one of the following options:
- Colossus Slayer. If it's missing any of its Hit Points, the attack deals extra damage equal to a roll of your Predator die.
- Horde Breaker. You can make another attack with the same weapon against a different creature that is within 10 feet of the original target, that is within the weapon's range and that you haven't attacked this turn.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
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 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Superior Hunter's Prey
Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long 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.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Hunter's Sense, Monster Slayer Magic, Slayer's Prey | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Supernatural Defense | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Magic-User's Nemesis | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Slayer's Counter | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Hunter's Sense
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.
Monster Slayer Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Protection from Evil and Good |
| 5th | Zone of Truth |
| 9th | Magic Circle |
| 13th | Banishment |
| 17th | Hold Monster |
Slayer's Prey
You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Supernatural Defense
You gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Magic-User's Nemesis
You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Slayer's Counter
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Gathered Swarm, Swarmkeeper Magic | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Writhing Tide | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Mighty Swarm | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Swarming Dispersal | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Gathered Swarm
A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes piercing damage from the swarm equal to a roll of your Predator die.
- The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
| d4 | Appearance |
|---|---|
| 1 | Swarming insects |
| 2 | Miniature twig blights |
| 3 | Fluttering birds |
| 4 | Playful pixies |
Swarmkeeper Magic
You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spell |
|---|---|
| 3rd | Faerie Fire |
| 5th | Web |
| 9th | Gaseous Form |
| 13th | Arcane Eye |
| 17th | Insect Plague |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Writhing Tide
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.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Mighty Swarm
Your Gathered Swarm grows mightier in the following ways:
- 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.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Swarming Dispersal
You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Tools of the Trade, Torturer Techniques | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Depraved Mind | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Veil of Pain | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Mental Agony | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Torturer Techniques Options
You learn each of the following techniques. At higher levels, these techniques are improved.
Technique Save DC. If a technique requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Tools of the Trade
You've learned to interrogate and use implements of torture. You gain proficiency with Torture Tools and the Insight skill. You also have Expertise with them.
Torturer Techniques
You learn to use techniques. Unlike others who require patience and careful preparation, you make use of techniques that are fueled by your magic, letting you employ of Torture Tools in the midst of hunts—no creature too alien or too resolute to escape your methods.
You can use each technique twice, and you regain all expended uses when you finish a Long Rest. You can expend one use of your Favored Enemy feature (no action required) to regain one use of a technique.
- Techniques. When you hit a creature with a melee weapon attack or an Unarmed Strike while you have Torture Tools in one hand (or a free hand and the presence of Torture Tools at your disposal, such as strapped around your leg), as part of that attack, you can use a technique to enhance it in some way. You can only use a technique once per turn, though you can use different techniques in the same turn, and you can only use one technique per attack.
- Empowered Techniques. When you use a technique, you can empower it by expending a spell slot (no action required). When you do so, you inflict extra damage to the target, and the target subtracts a number of d4s from the saving throws it makes against the technique. The amount of damage and the number of dice subtracted are determined by the level of the spell slot expended, as shown on the following table. You can expend a spell slot up to a level determined by your Ranger level, also shown on the following table. You can also empower a technique if you expend one use of your Favored Enemy feature, which counts as a level 1 spell slot.
| Ranger Level | Spell Slot | Extra Damage | Saving Throw Penalty |
|---|---|---|---|
| 3 | 1 | Wisdom mod | 1d4 |
| 5 | 2 | 2 × Wisdom mod | 2d4 |
| 9 | 3 | 3 × Wisdom mod | 3d4 |
| 13 | 4 | 4 × Wisdom mod | 4d4 |
| 17 | 5 | 5 × Wisdom mod | 5d4 |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Depraved Mind
You've seen the worst depravities that plague this world and have committed most of them. You are immune to the Frightened condition and gain Resistance to Psychic damage.
In addition, if a creature attempts to read your mind or telepathically talk to you against your will, it must first make a Wisdom saving throw against your Technique save DC. On a failed save, it witnesses the horrors within your mind. It takes Psychic damage equal to your level and fails to communicate with you. On a successful save, it can interact with you in this way for 1 minute without making the saving throw.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Veil of Pain
When you damage a creature with your torturer techniques, you can attempt to rattle its mind with the pain (no action required). The target must succeed on a Wisdom saving throw against your Technique save DC or start dissociating your presence, its mind refusing to acknowledge the anguish you are causing it, only perceiving you as a flicker. You have the Invisible condition to the target for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your Wisdom modifier (minimum once) and regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Mental Agony
You know how to cause pain to your quarry both physically and mentally. When a creature you can see within 60 feet of yourself that failed a saving throw against one of your torturer techniques since the start of your last turn makes an Intelligence, a Wisdom, or a Charisma saving throw, you can take a Reaction to flourish your blades, smile, or perform a similar terrifying display. The target subtracts 1d10 from its saving throw. Creatures that are immune to the Frightened condition are immune to this effect.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.
Ranger Features
| Level | Proficiency Bonus | Class Features | Predator | Weapon Mastery | Prepared Spells | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||||||
| 1 | +2 | Predator, Spellcasting | - | 1 | 2 | 2 | 0 | 0 | 0 | 0 |
| 2 | +2 | Deft Explorer, Shooting Stance, Weapon Mastery | d4 | 1 | 3 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | Frigid Explorer, Hunter's Rime, Winter Walker Spells | d4 | 1 | 4 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | Ability Score Improvement | d4 | 1 | 5 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | Extra Attack | d6 | 1 | 6 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | Roving | d6 | 2 | 6 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | Fortifying Soul | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | Ability Score Improvement | d6 | 2 | 7 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | Expertise | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | Swift Aim | d8 | 2 | 9 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | Two Extra Attacks, Chilling Retribution | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | Ability Score Improvement | d8 | 3 | 10 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | Improved Cover | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | Nature's Veil | d10 | 3 | 11 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | Frozen Haunt | d10 | 3 | 12 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | Ability Score Improvement | d10 | 4 | 12 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | Three Extra Attacks | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Feral Senses | d12 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Apex Predator | d12 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1
Predator
You focus your fire on one enemy, making sure it doesn't leave the battlefield alive. As part a weapon attack, you can designate the target you can see as your Prey. Doing so, grants you the following benefits:
- Predator Damage. When you hit your Prey with a weapon attack, you can deal extra damage of your weapon's damage type equal to a roll of your Predator die. This die changes as you gain Ranger levels, as shown in the Predator column of the Ranger Features table.
- Tracking. While your Prey is bloodied, you know its location as long as it is within 1 mile of you.
- Follow-through. If your Prey drops to 0 Hit Points, you can designate a new creature for free on a later weapon attack.
- Duration. This feature lasts for 10 minutes and you can only have one Prey designated at a time.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Spellcasting
You have learned to channel the magical essence of nature to cast spells. The information below details how you use those rules with Ranger spells.
- Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
- Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.
If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you. - Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
- Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 2
Deft Explorer
Thanks to your travels, you gain the following benefits.
- Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- Languages. You know two languages of your choice from the language tables in chapter 2.
Shooting Stance
Through your many years spent hunting in the wilderness you have mastered the perfect stance that allows to shoot precisely while staying covered. While you are prone, you gain the following benefits:
- Quick Stand. Once per turn, you can right yourself and thereby end the prone condition with only 5 feet of movement.
- Attack While Prone. You don't have Disadvantage on ranged weapon attack rolls as a result of the Prone condition.
- Steady Aim. At the start of your turn, if you are prone, you can use this feature to gain advantage on your ranged weapon attack rolls and reduce your Speed to 0 until the end of this turn. Additionally, when you roll initiative, you can use your Reaction to move up to half your Speed and drop Prone.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of three kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
- Druidic Warrior. You can forgo any number of weapon mastery. If you do, you can learn a number of Druid cantrips of your choice equal to the number of weapon mastery you forgo. Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.
When you reach certain Ranger levels, you gain the ability to use higher level mastery properties, as shown in the Weapon Mastery column of the Ranger Features table.
Level 3
Frigid Explorer
You gain the following benefits.
- Biting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
- Frost Resistance. You have Resistance to Cold damage.
- Polar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
Hunter's Rime
Ice rimes you and your prey, protecting you and hindering them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Winter Walker Spells
When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3rd | Ice Knife |
| 5th | Hold Person |
| 9th | Remove Curse |
| 13th | Ice Storm |
| 17th | Cone of Cold |
Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6
Roving
Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 7
Fortifying Soul
Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.
Once you use this feature, you can't use it again until you finish a Long Rest.
Level 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9
Expertise
Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.
Level 10
Swift Aim
When you use the Steady Aim from your Shooting Stance, you Speed is not reduced.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
Chilling Retribution
When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13
Improved Cover
While you are prone, your Cover is considered one degree higher if the attacker is 30 feet away or more: having no Cover grants you Half Cover, Half Cover becomes Three-Quarters Cover and Three-Quarters cover becomes Total Cover.
Level 14
Nature's Veil
You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 15
Frozen Haunt
When you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).
- Frozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.
- Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.
Level 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
Level 18
Feral Senses
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.
Level 20
Apex Predator
When you trigger Predator Damage from your Predator feature as a result of attacking your Prey, you can roll an additionnal Predator die and add the result to the roll if your Prey is bloodied.