Unchained Ranger
Ranger
Rough and wild looking, a human stalks alone Creating a Ranger
through the shadows of trees, hunting the As you create your ranger character, consider the nature of
orcs he knows are planning a raid on a the training that gave you your particular capabilities. Did
nearby farm. Clutching a shortsword in each you train with a single mentor, wandering the wilds
hand, he becomes a whirlwind of steel, together until you mastered the ranger's ways? Did you
cutting down one enemy after another. leave your apprenticeship, or was your mentor slain —
After tumbling away from a cone of perhaps by the same kind of monster that became your
freezing air, an elf finds her feet and draws back her bow to favored enemy? Or perhaps you learned your skills as part
loose an arrow at the white dragon. Shrugging off the wave of a band of rangers affiliated with a druidic circle, trained
of fear that emanates from the dragon like the cold of its in mystic paths as well as wilderness lore. You might be
breath, she sends one arrow after another to find the gaps self-taught, a recluse who learned combat skills, tracking,
between the dragon's thick scales. and even a magical connection to nature through the
necessity of surviving in the wilds.
Holding his hand high, a half-elf whistles to the hawk
that circles high above him, calling the bird back to his What's the source of your particular hatred of a certain
side. Whispering instructions in Elvish, he points to the kind of enemy? Did a monster kill someone you loved or
owlbear he's been tracking and sends the hawk to distract destroy your home village? Or did you see too much of the
the creature while he readies his bow. destruction these monsters cause and commit yourself to
reining in their depredations? Is your adventuring career a
Far from the bustle of cities and towns, past the hedges continuation of your work in protecting the borderlands, or
that shelter the most distant farms from the terrors of the a significant change? What made you join up with a band of
wild, amid the dense-packed trees of trackless forests and adventurers? Do you find it challenging to teach new allies
across wide and empty plains, rangers keep their unending the ways of the wild, or do you welcome the relief from
watch. solitude that they offer?
Deadly Hunters Sworn Enemy
Warriors of the wilderness, rangers specialize in hunting
the monsters that threaten the edges of civilization — Every ranger begins with a favored enemy (or two). The
humanoid raiders, rampaging beasts and monstrosities, determination of a favored enemy might be tied to a
terrible giants, and deadly dragons. They learn to track specific event in the character's early life, or it might be
their quarry as a predator does, moving stealthily through entirely a matter of choice.
the wilds and hiding themselves in brush and rubble.
Rangers focus their combat training on techniques that are What spurred your character to select a particular
particularly useful against their specific favored foes. enemy? Was the choice made because of tradition or
curiosity, or do you have a grudge to settle?
Thanks to their familiarity with the wilds, rangers
acquire the ability to cast spells that harness nature's
power, much as a druid does. Their spells, like their combat
abilities, emphasize speed, stealth, and the hunt. A ranger's
talents and abilities are honed with deadly focus on the
grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide,
or a tracker, a ranger's true calling is to defend the outskirts
of civilization from the ravages of monsters and humanoid
hordes that press in from the wild. In some places, rangers
gather in secretive orders or join forces with druidic
circles. Many rangers, though, are independent almost to a
fault, knowing that, when a dragon or a band of orcs
attacks, a ranger might be the first — and possibly the last
— line of defense.
This fierce independence makes rangers well suited to
adventuring, since they are accustomed to life far from the
comforts of a dry bed and a hot bath. Faced with city-bred
adventurers who grouse and whine about the hardships of
the wild, rangers respond with some mixture of
amusement, frustration, and compassion. But they quickly
learn that other adventurers who can carry their own
weight in a fight against civilization's foes are worth any
extra burden. Coddled city folk might not know how to feed
themselves or find fresh water in the wild, but they make up
for it in other ways.
2 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
The Ranger
Proficiency
Ranger's
Spells
— Spell Slots —
Level Bonus Features
Quarry Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Ranger's Quarry, Natural Explorer 1d4 — — — — — —
1d4 3 2 — — — —
2nd +2 Spellcasting, Canny, Fighting Style 1d4 4 3 — — — —
1d4 4 3 — — — —
3rd +2 Ranger Conclave, Primeval Awareness 1d6 5 4 2 — — —
1d6 5 4 2 — — —
4th +2 Ability Score Improvement 1d6 6 4 3 — — —
1d6 6 4 3 — — —
5th +3 Extra Attack, Roving 1d6 7 4 3 2 — —
1d6 7 4 3 2 — —
6th +3 Favored Enemy, Swift Tracker 1d8 8 4 3 3 — —
1d8 8 4 3 3 — —
7th +3 Ranger Conclave feature 1d8 9 4 3 3 1 —
1d8 9 4 3 3 1 —
8th +3 Ability Score Improvement 1d8 10 4 3 3 2 —
1d8 10 4 3 3 2 —
9th +4 Land's Stride 1d10 11 4 3 3 3 1
1d10 11 4 3 3 3 1
10th +4 Nature's Veil 1d10 12 4 3 3 3 2
1d10 12 4 3 3 3 2
11th +4 Ranger Conclave feature
12th +4 Ability Score Improvement
13th +5 Tireless
14th +5 Favored Enemy, Vanish
15th +5 Ranger Conclave feature
16th +5 Ability Score Improvement
17th +6 One With the Wild
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Favored Enemy, Foe Slayer
Quick Build Starting Equipment
You can make a ranger quickly by following these You start with the following items, plus anything provided
suggestions. First, make Dexterity your highest ability by your background.
score, followed by Wisdom. (Some rangers who focus on
melee weapon fighting make Strength higher than (a) scale mail or (b) leather armor
Dexterity.) Second, choose the outlander background. (a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
Class Features A longbow and a quiver of 20 arrows
Alternatively, you may start with 5d4 × 10 gp to buy your
As a ranger, you gain the following class features. own equipment.
Hit Points Favored Enemy
You have significant experience studying, tracking, hunting,
Hit Dice: 1d10
and even talking to a certain type of enemy.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Choose a creature type, other than humanoids, to be
Constitution modifier per Ranger level after 1st your favored enemy. Alternatively, you can select two races
of humanoid (such as gnolls or orcs) as favored enemies.
Proficiencies You have advantage on Wisdom (Survival) checks to track
your favored enemies, as well as on Intelligence checks to
Armor: light armor, medium armor, shields
recall information about them.
Weapons: simple weapons, martial weapons
Tools: none You gain an additional favored enemy of your choice at
Saving Throws: Strength, Dexterity
6th, 14th, and 20th level. As you gain levels, your choices
Skills: Choose three from Animal Handling, Athletics, should reflect the types of monsters you have encountered
Insight, Investigation, Nature, Perception, Stealth, and on your adventures.
Survival.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 3
Ranger's Quarry Spellcasting Ability
When you hit a creature with an attack roll, you can call on
your mystical bond with nature to mark the target as your Wisdom is your spellcasting ability for your ranger spells,
quarry. Your quarry remains marked by you for 1 hour, until since your magic draws on your attunement to nature. You
you or your quarry dies, or until you use this feature to use your Wisdom whenever a spell refers to your
mark another target. spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a ranger
You have advantage on any Wisdom (Perception) check spell you cast and when making an attack roll with one.
you make to locate your quarry, and the first time on each
of your turns that you hit your quarry and deal damage to it, Spell save DC = 8 + your proficiency bonus + your
including when you mark it, you can increase that damage
by 1d4. This extra damage changes as you gain levels in Wisdom modifier
this class, as shown in the Ranger's Quarry column of the
Ranger table. Spell attack modifier = your proficiency bonus + your
Once you mark a creature as your quarry, you can't mark Wisdom modifier
that same creature again until you finish a long rest.
Ritual Casting
Natural Explorer
You can quickly adapt to new and unfamiliar environments. You can cast any ranger spell you know as a ritual if that
When you finish a long rest after traveling for at least 3 spell has the ritual tag.
consecutive days in one type of natural environment (such
as a desert, forest, mountain, or the Underdark), you can Spellcasting Focus
form a mystical bond with your surroundings. That
environment then becomes your favored terrain until you You can use a druidic focus as a spellcasting focus for your
use this feature again. ranger spells.
Canny
While you are in your favored terrain, you are considered At 2nd level, your experience as a ranger makes you a
proficient with the Survival skill if you aren't already, and highly skilled explorer and survivor. Choose one skill in
you double your proficiency bonus for any Wisdom which you have proficiency and which appears on this
(Survival) check you make to navigate, forage for food, or class's skill list. Your proficiency bonus is doubled for any
track other creatures within the area. ability check you make that uses the chosen skill.
Spellcasting Additionally, you learn any two languages of your choice,
By the time you reach 2nd level, you have learned to use the or you gain proficiency with any one tool of your choice.
magical essence of nature to cast spells, much as a druid Fighting Style
does. See chapter 10 of the PHB for the general rules of At 2nd level, you adopt a particular style of fighting as your
spellcasting, and "Ranger Spells" at the end of the class specialty. Choose one of the following options. You can't
description for the ranger spell list. take a Fighting Style option more than once, even if you
later get to choose again.
Spell Slots
Archery
The Ranger table shows how many spell slots you have to
cast your ranger spells of 1st level and higher. To cast one You gain a +2 bonus to attack rolls you make with ranged
of these spells, you must expend a slot of the spell's level or weapons.
higher. You regain all expended spell slots when you finish
a long rest. Blind Fighting
For example, if you know the 1st-level spell animal You have blindsight with a range of 10 feet. Within that
friendship and have a 1st-level and a 2nd-level spell slot range, you can effectively see anything that isn't behind
available, you can cast animal friendship using either slot. total cover, even if you're blinded or in darkness. Moreover,
you can see an invisible creature within that range, unless
Spells Known of 1st Level and Higher the creature successfully hides from you.
You know three 1st-level spells of your choice from the Defense
ranger spell list.
While you are wearing armor, you gain a +1 bonus to AC.
The Spells Known column of the Ranger table shows
when you learn more ranger spells of your choice. Each of Druidic Warrior
these spells must be of a level for which you have spell
slots. For instance, when you reach 5th level in this class, You learn two cantrips of your choice from the druid spell
you can learn one new spell of 1st or 2nd level. list. They count as ranger spells for you, and Wisdom is
your spellcasting ability for them. Whenever you gain a
Additionally, when you gain a level in this class, you can level in this class, you can replace one of these cantrips
choose one of the ranger spells you know and replace it with another cantrip from the druid spell list.
with another spell from the ranger spell list, which also
must be of a level for which you have spell slots. Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with
that weapon.
4 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Thrown Weapon Fighting Roving
At 5th level, your time exploring the wilderness provides a
You can draw a weapon that has the thrown property as boon to your fitness and hunting skills. Your walking speed
part of the attack you make with the weapon. increases by 5 feet, and you gain a climbing speed and a
swimming speed equal to your walking speed.
In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +2 bonus to the damage roll. Swift Tracker
Starting at 6th level, you can track other creatures while
Two-Weapon Fighting traveling at a fast pace, and you can move stealthily while
traveling at a normal pace (see Chapter 8, "Adventuring", in
When you engage in two-weapon fighting, you can add your the PHB for rules on travel pace).
ability modifier to the damage of the second attack.
Additionally, your honed instincts make you hard to pin
Ranger Conclave down during an ambush. If you are surprised at the
At 3rd level, you choose a conclave that you strive to beginning of combat and aren't incapacitated, you can move
emulate from the list of available conclave. Your choice normally on your first turn, but you can't take any actions.
grants features at 3rd level, and again at 7th, 11th, and
15th level. Land's Stride
Starting at 9th level, moving through nonmagical difficult
Primal Awareness terrain costs you no extra movement. You can also pass
Beginning at 3rd level, you can focus your awareness through nonmagical plants without being slowed by them
through the interconnections of nature. You learn and without taking damage from them if they have thorns,
additional spells when you reach certain levels in this class spines, or a similar hazard.
if you don't already know them, as shown in the Primal
Awareness Spells table. These spells don't count against In addition, you have advantage on saving throws against
the number of ranger spells you know. plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
Primal Awareness Spells
Nature's Veil
Ranger
At 10th level, you learn to draw on the powers of nature to
Level Spells hide yourself from view briefly. As a bonus action, you can
3rd speak with animals magically become invisible, along with any equipment you
5th beast sense are wearing or carrying, until the start of your next turn.
9th speak with plants
13th locate creature You can use this feature a number of times equal to your
17th commune with nature proficiency bonus, and you regain all expended uses when
you finish a long rest.
You can cast each of these spells once without expending
a spell slot. Once you cast a spell in this way, you can't do Tireless
so again until you finish a long rest. By 13th level, you can endure debilitating fatigue without
the need for extended rest. As an action, you can give
Ability Score Improvement yourself a number of temporary hit points equal to 1d10 +
When you reach 4th level, and again at 8th, 12th, 16th, and your Wisdom modifier (minimum of 1 temporary hit point).
19th level, you can increase one ability score of your choice You can use this action twice, and you regain all expended
by 2, or you can increase two ability scores of your choice uses when you finish a short or long rest.
by 1. As normal, you can't increase an ability score above 20
using this feature. In addition, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.
If your DM allows the use of feats, you may instead take
a feat. Vanish
Starting at 14th level, you can use the Hide action as a
Additionally, whenever you reach a level in this class that bonus action on your turn. Additionally, you can't be
grants this feature, you can do one of the following, tracked by nonmagical means, unless you choose to leave a
representing a change of focus or attitude in the face of trail.
new experiences:
One with the Wild
Replace one of your favored enemy choices with another At 17th level, your survival skills make it impossible for you
type of eligible creature (or two races of humanoid). to be impeded. While you are mystically linked to your
Replace a Fighting Style you know with another surroundings with your Natural Explorer feature, you can't
Fighting Style available to this class. become lost by any means, and your speed can't be reduced
unless you are incapacitated.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 5
Feral Senses Beast Master Spells
At 18th level, you gain preternatural senses that help you
fight creatures you can't see. Your inability to perceive a Ranger
Spells
creature doesn't impose disadvantage on your attack rolls Level
against it. You are also aware of the precise location of
every creature within 30 feet of you that isn't hidden from 3rd beast bondXGE
you, provided that you aren't blinded or deafened.
5th warding bond
Foe Slayer
At 20th level, you become an unparalleled hunter of your 9th catnapXGE
enemies. Whenever you make an attack against a creature
marked by your Ranger's Quarry, you can add your Wisdom 13th dominate beast
modifier to the attack roll or damage roll of that attack
(your choice each time you make an attack). You can use 17th awaken
this feature before or after the roll, but before any effects of
the roll are applied. Beast Companion
Ranger Conclaves At 3rd level, you learn how to magically summon a primal
beast which draws strength from your bond with nature.
Across the wilds, rangers who find themselves insufficient The beast is friendly to you and your companions, and
or unprepared to handle the perils of nature alone often obeys your commands. Choose its form — Beast of the
come together to form conclaves — loose associations or Land, Beast of the Sea, or Beast of the Sky — which uses
brotherhoods whose members form a similar outlook on your proficiency bonus (PB) in several places. You also
how best to protect nature from those who would despoil it. determine the kind of animal the beast resembles,
Your choice of conclave is a reflection of your approach and choosing a kind appropriate for the stat block. Regardless
your answer to this crucial question. The options available of its appearance, the beast bears primal markings,
for you to choose from are listed below. indicating its mystical origin.
The Beast Master, an embodiment of the mystical In combat, the beast acts during your turn. It can move
connection between civilized peoples and beasts. and use its reaction on its own, but the only action it takes
The Drake Warden, a companion of dragons who is the Dodge action, unless you take a bonus action on your
magically calls a lesser drake to serve beside them. turn to command it to take another action. That action can
The Fey Wanderer, who bathes in the mystique of a fey be one in its stat block or some other action. You can also
boon and wields mirth and fury in equal parts. sacrifice one of your attacks when you take the Attack
The Gloom Stalker, at home in the shadows and action to command the beast to take the Attack action. If
striking boldly against the evils that lurk in darkness. you are incapacitated, the beast can take any action of its
The Grove Sentinel, a druidic guardian who draws choice, not just Dodge. (Your beast can take only one action
magic from the ancient forests of the world. on your turn, no matter how many commands you give it.)
The Horizon Walker, guardian of the boundaries that
separate the mortal realm and extraplanar threats. If the beast has died within the last hour, you can use
The Monster Slayer, a disciple of supernatural your action to touch it and expend a spell slot of 1st level or
techniques who vanquishes unnatural, mystical foes. higher. The beast returns to life after 1 minute with all its
The Swarm Keeper, who tends to a swarm of nature hit points restored.
spirits and uses their collective might in battle.
The Wild Hunter, who stands as a bulwark for the When you finish a long rest, you can summon a different
innocent against the unchecked terrors of the wild. primal beast. The new beast appears in an unoccupied
space within 5 feet of you, and you choose its stat block and
Beast Master appearance. If you already have a beast from this feature, it
The Beast Master conclave embodies a friendship between vanishes when the new beast appears. The beast also
the civilized races and the beasts of the world. United in vanishes if you die.
focus, beast and ranger work as one to fight the monstrous
foes that threaten civilization and the wilderness alike. Exceptional Training
Emulating the Beast Master's philosophy means
committing yourself to this ideal, working in partnership Beginning at 7th level, your beast companion's attacks now
with an animal as its companion and friend. count as magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage. In
Beast Magic addition, the beast has advantage on saving throws against
being charmed or frightened, provided it can see or hear
Starting when you join this conclave at 3rd level, you learn you.
additional spells when you reach certain levels in this class,
as shown in the Beast Master Spells table. Each spell Bestial Fury
counts as a ranger spell for you, but it doesn't count against
the number of ranger spells you know. Starting at 11th level, when you command your beast
companion to take the Attack action, the beast can make
two attacks instead of one.
Share Spells
Beginning at 15th level, when you cast a spell targeting
yourself, you can also affect your beast companion with the
spell if the beast is within 30 feet of you.
6 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Beast of the Sea
Medium beast, unaligned
Beast of the Land Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the
Medium beast, unaligned
Armor Class 13 + PB (natural armor) beast has a number of Hit Dice [d8s] equal to
Hit Points 5 + five times your ranger level (the your ranger level)
Speed 5 ft., swim 60 ft.
beast has a number of Hit Dice [d8s] equal to
your ranger level) STR DEX CON INT WIS CHA
Speed 40 ft., climb 40 ft. 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 12
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0) Languages understands the languages you speak
Senses darkvision 60 ft., passive Perception 12 Proficiency Bonus (PB) equals your bonus
Languages understands the languages you speak Amphibious. The beast can breathe both air and
Proficiency Bonus (PB) equals your bonus water.
Charge. If the beast moves at least 20 feet straight Primal Bond. You can add your proficiency bonus
toward a target and then hits it with a maul attack to any ability check or saving throw that the beast
on the same turn, the target takes an extra 1d8 makes.
slashing damage. If the target is a creature, it must
succeed on a Strength saving throw against your Actions
spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus Binding Strike. Melee Weapon Attack: your spell
to any ability check or saving throw that the beast attack modifier to hit, reach 5 ft., one target. Hit:
makes. 1d6 + 2 + PB bludgeoning or piercing damage
(your choice), and the target is grappled (escape
Actions DC equals your spell save DC). Until this grapple
ends, the beast can't use this attack on another
Maul. Melee Weapon Attack: your spell attack target.
modifier to hit, reach 5 ft., one target. Hit: 1d8 +
2 + PB slashing damage. Beast of the Sky
Small beast, unaligned
Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the
beast has a number of Hit Dice [d6s] equal to
your ranger level)
Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus
Flyby. The beast doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Primal Bond. You can add your proficiency bonus
to any ability check or saving throw that the beast
makes.
Actions
Shred. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target. Hit: 1d4 +
3 + PB slashing damage.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 7
Drake Warden Drake Companion
Drake Wardens are rangers who use their magical
connection with nature to form an enduring bond with a Starting at 3rd level, you can magically summon the drake
minor dragon know as a drake. This bond allows the bound to you. As an action, you can summon the drake,
ranger to summon the drake to their side and to share in which appears in an unoccupied space of your choice that
the awe-inspiring power wielded by dragons. you can see within 30 feet of you.
Consider how your ranger gained their bond with the The drake is friendly to you and your companions and
drake. The Drake Warden Origin table offers some obeys your commands. See its game statistics in the Drake
examples. Companion stat block, which uses your proficiency bonus
(PB) in several places. When you summon the drake,
Drake Warden Origin choose a damage type listed in its Draconic Essence trait.
You can also determine the cosmetic characteristics of the
d6 Origin drake such as its color, scale texture, or any visible effect of
its Draconic Essence, if it has one.
You studied a dragon's scale or claw, or a trinket
1 from its hoard, and created your bond through the In combat, the drake shares your initiative count, but it
takes its turn immediately after yours. It can move and use
token's lingering draconic magic. its reaction on its own, but the only action it takes on its
turn is the Dodge action, unless you take a bonus action on
2 A secret order of rangers who collect and guard your turn to command it to take another action. That action
draconic lore taught you their ways. can be one in its stat block or some other action. If you are
incapacitated, the drake can take any action of its choice,
3 A true dragon gave you a drake egg to care for. When not just Dodge.
it hatched, the drake bonded to you.
Once you summon the drake, you can't do so again until
4 You drank a few drops of dragon blood, forever you finish a long rest, unless you expend a spell slot of 1st
infusing your nature magic with draconic power. level or higher to summon it again.
5 An ancient Draconic inscription on a standing stone The drake remains for a number of hours equal to your
empowered you when you read it aloud. ranger level, until it is reduced to 0 hit points, until you use
this feature to summon the drake again, or until you die.
You had a vivid dream of a mysterious man, Anything the drake was wearing or carrying is left behind
accompanied by seven yellow canaries, who warned when the drake vanishes.
6 you of impending doom. When you awoke, your
Bond of Fang and Scale
drake was there, watching you.
When you reach 7th level, the bond you share with your
Drake Magic drake intensifies, stoking the drake's growth and protecting
you. While your drake is summoned, you and the drake
Starting when you join this conclave at 3rd level, you learn gain the following benefits:
additional spells when you reach certain levels in this class,
as shown in the Drake Warden Spells table. Each spell The drake grows to Medium size, and its Hit Dice
counts as a ranger spell for you, but it doesn't count against become d8s.
the number of ranger spells you know. You gain resistance to the damage type chosen for the
drake's Draconic Essence.
Drake Warden Spells Choose one of the following: the drake gains a
swimming speed of 40 feet and can breathe both air and
Ranger
water, or the drake grows wings and gains a flying speed
Level Spells of 40 feet.
3rd cause fearXGE The drake's bite attack deals an extra 1d6 damage of the
5th dragon's breathXGE type chosen for its Draconic Essence.
9th protection from energy
13th elemental baneXGE Drake's Breath
17th dominate person
At 11th level, you and your drake manifest the breath of a
Draconic Gift true dragon. As an action, you can exhale a 30-foot cone of
damaging breath or cause your drake to exhale it. Choose
When you join this conclave at 3rd level, the bond you share acid, cold, fire, lightning, or poison damage. Each creature
with your drake creates a deeper connection to dragon in the cone must make a Dexterity saving throw against
kind, granting you understanding and empowering your your spell save DC, taking 6d6 damage on a failed save, or
presence. You gain the following benefits: half as much damage on a successful one.
If you can't already, you learn to speak, read, and write This damage increases to 8d6 when you reach 15th level
Draconic. in this class.
You learn the thaumaturgy cantrip, which is a ranger
spell for you. Once you use this feature, you can't do so again until you
finish a long rest, unless you expend a spell slot of 3rd level
or higher to use it again.
8 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Drake Companion Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an
Small dragon, unaligned archfey, the shining fruit you ate from a talking tree, the
magic spring you swam in, or some other auspicious event.
Armor Class 14 + PB (natural armor) However you acquired your fey magic, you are now a Fey
Hit Points 5 + five times your ranger level (the Wanderer, a ranger who represents both the mortal and the
fey realms. As you wander the multiverse, your joyful
drake has a number of Hit Dice [d6s] equal to laughter brightens the hearts of the downtrodden, and your
your ranger level) martial prowess strikes terror in your foes, for great is the
Speed 40 ft. mirth of the fey and dreadful is their fury.
STR DEX CON INT WIS CHA You also possess a preternatural blessing from a fey ally
16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1) or a place of fey power. Choose your blessing from the
Feywild Gifts table or determine it randomly.
Damage Immunities one determined by the drake's
Draconic Essence Feywild Gifts
Senses darkvision 60 ft., passive Perception 12 d6 Gift
Languages Draconic
Proficiency Bonus (PB) equals your bonus 1 Illusory butterflies flutter around you while you take
a short or long rest.
Draconic Essence. When you summon the drake,
choose one of the following damage types: acid, 2 Fresh, seasonal flowers sprout from your hair each
cold, fire, lightning, or poison. The chosen type dawn.
determines the drake's damage immunity, the
damage of its bite, and the damage of its Infused 3 You faintly smell of cinnamon, lavender, nutmeg, or
Strikes. another comforting herb or spice.
Primal Bond. You can add your proficiency bonus
to any ability check or saving throw that the drake 4 Your shadow dances while no one is looking directly
makes. at it.
Actions 5 Horns or antlers sprout from your head.
Bite. Melee Weapon Attack: your spell attack 6 Your skin and hair change color to match the season
modifier to hit, reach 5 ft., one target. Hit: 1d6 + at each dawn.
3 piercing damage, plus PB damage of a type
determined by the drake's Draconic Essence. Fey Wanderer Magic
Reactions Starting when you join this conclave at 3rd level, you learn
additional spells when you reach certain levels in this class,
Infused Strikes. When another creature within 30 as shown in the Fey Wanderer Spells table. Each spell
feet of the drake that it can see hits with a weapon counts as a ranger spell for you, but it doesn't count against
attack, the drake infuses the strike with its the number of ranger spells you know.
essence, causing the attack to deal an extra 1d6
damage of the type determined by its Draconic Fey Wanderer Spells
Essence.
Ranger
Spells
Perfected Bond Level
At 15th level, your bond to your drake reaches the pinnacle 3rd charm person
of its power. While your drake is summoned, you and the
drake gain the following benefits: 5th misty step
The drake grows to Large size, and its Hit Dice become 9th summon feyTCE
d10s.
The drake's bite attack deals an extra 1d6 damage of the 13th dimension door
type chosen for its Draconic Essence (for a total of 2d6
extra damage). 17th mislead
When either you or the drake takes damage while you're
within 30 feet of each other, you can use your reaction Dreadful Strikes
to give yourself or the drake resistance to that instance
of damage. At 3rd level, you learn to augment your capabilities with
mind-scarring magic drawn from the gloomy hollows of the
Feywild. You can have up to two creatures marked by your
Ranger's Quarry at a time. If you try to mark a third
creature, the oldest mark fades.
In addition, when you deal the extra damage of your
Ranger's Quarry to a creature marked by you, you can deal
it as psychic damage instead of the weapon's damage type.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 9
Otherworldly Glamour Blessing of the Courts
Also at 3rd level, your fey qualities give you a supernatural At 15th level, you learn an eerie technique to magically
charm. As a result, whenever you make a Charisma check, remove yourself from a creature's perception. As a bonus
you gain a bonus to the check equal to your Wisdom action, you can force a creature you can see within 30 feet
modifier (minimum of +1). of you to make a Wisdom saving throw against your spell
save DC. On a failed save, the target can't see or hear you
In addition, you gain proficiency in one of the following for 24 hours. The target can repeat the saving throw at the
skills of your choice: Deception, Performance, or end of any turn during which you hit it with an attack roll,
Persuasion. forced it to make a saving throw, or dealt damage to it. The
effect ends early if you use this bonus action again. On a
Beguiling Twist successful save, the target is immune to this feature for 7
days.
At 7th level, the magic of the Feywild guards your mind. You
have advantage on saving throws against being charmed or Once you've used this bonus action, you can't use it again
frightened. until you finish a long rest, unless you expend a spell slot of
4th level or higher to use it again.
In addition, whenever you or a creature you can see
within 120 feet of you succeeds on a saving throw against Gloom Stalker
being charmed or frightened, you can use your reaction to Gloom Stalkers are at home in the darkest places: deep
force a different creature you can see within 120 feet of you under the earth, in gloomy alleyways, in primeval forests,
to make a Wisdom saving throw against your spell save and wherever else the light dims. Most folk enter such
DC. If the save fails, the target is charmed or frightened by places with trepidation, but a Gloom Stalker ventures
you (your choice) for 1 minute. The target can repeat the boldly into the darkness, seeking to ambush threats before
saving throw at the end of each of its turns, ending the they can reach the broader world. Such rangers are often
effect on itself on a successful save. found in the Underdark, but they will go any place where
evil lurks in the shadows.
Fey Secrets
Gloom Stalker Magic
At 11th level, you learn secret magic influenced by the
Feywild. This magic empowers one of the following spells Starting when you join this conclave at 3rd level, you learn
gained from your Fey Wanderer Magic feature: misty step an additional spell when you reach certain levels in this
or summon fey (your choice when you gain this feature). class, as shown in the Gloom Stalker Spells table. The
You can cast the chosen spell once without expending a spell counts as a ranger spell for you, but it doesn't count
spell slot, and you regain the ability to do so when you against the number of ranger spells you know.
finish a long rest.
In addition, whenever you cast the chosen spell, it gains
an additional benefit based on your choice of spell:
Misty Step. You can bring along a number of willing
creatures you can see within 5 feet of you, up to a number
equal to your Wisdom modifier (minimum of one creature).
Those creatures teleport to unoccupied spaces of your
choice within 5 feet of your destination.
Summon Fey. When 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.
10 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Gloom Stalker Spells Grove Sentinel Magic
Ranger
Starting when you join this conclave at 3rd level, you gain
Level Spells aptitude in druidic practices. You learn Druidic, the secret
3rd disguise self language of the druids, and you can cast a ranger spell as a
5th rope trick ritual if that spell has the ritual tag.
9th fear
13th greater invisibility You also learn additional spells when you reach certain
17th seeming levels in this class, as shown in the Grove Sentinel Spells
table. The spells count as ranger spells for you, but don't
Dread Ambusher count against the number of ranger spells you know.
At 3rd level, you master the art of the ambush. You can give Grove Sentinel Spells
yourself a bonus to your initiative rolls equal to your
Wisdom modifier. Ranger
Level Spells
At the start of your first turn of each combat, your 3rd sanctuary
walking speed increases by 10 feet, which lasts until the 5th enlarge/reduce
end of that turn. If you take the Attack action on that turn, 9th dispel magic
you can make one additional weapon attack as part of that 13th hallucinatory terrain
action. 17th awaken
Umbral Sight Piercing Thorns
Also at 3rd level, you gain darkvision out to a range of 60 At 3rd level, your command of primal magic allows you to
feet. If you already have darkvision from your race, its enhance your attacks with a burst of thorns. When you deal
range increases by 30 feet. the extra damage of your Ranger's Quarry to a marked
creature, you can also deal this extra damage as piercing
You are also adept at evading creatures that rely on damage to a different creature you can see within 5 feet of
darkvision. While in darkness, you are invisible to any your quarry.
creature that relies on darkvision to see you in that
darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-
altering powers of your prey. You gain proficiency in
Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma
saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected
speed that you can turn a miss into another strike. Once on
each of your turns when you miss with a weapon attack,
you can make another weapon attack as part of the same
action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways,
with wisps of supernatural shadow around you. Whenever
a creature makes an attack roll against you and doesn't
have advantage on the roll, you can use your reaction to
impose disadvantage on it. You must use this feature before
you know the outcome of the attack roll.
Grove Sentinel
Rangers of the Grove Sentinel conclave follow ancient
traditions rooted in powerful druidic magic. These rangers
learn to become one with nature, allowing them to channel
shamanistic aspects of various beasts and plants in order
to overcome their foes.
Grove Sentinel rangers dwell in the elder forests of the
world, especially in forgotten ruins bearing the hallmarks of
primal magic. While most are bound by sacred duty to
guard the druidic grove they serve, some venture out into
the world in search of other sites, with the goal of
protecting the ancient trees that have watched over
the world since its earliest days.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 11
Druidic Weapon Primeval Edict
Also at 3rd level, you learn an ancient druidic technique for At 11th level, you learn to empower your strikes with
enchanting weaponry. You can transform a simple or ancient, interdictive magic. Once on each of your turns
martial weapon into your druidic weapon by performing a when you hit a creature with your druidic weapon, you can
special ritual while you hold the weapon. (You can't expend a spell slot to deal force damage to the target in
perform this ritual on an artifact or a sentient weapon.) You addition to the weapon's damage. The extra damage equals
perform the ritual over the course of 1 hour, which can be 1d8 per level of the spell slot (up to a maximum of 5d8),
done during a short or long rest. At the end of the ritual, the and when you deal this extra damage to the target, it must
weapon becomes your druidic weapon, and it gains the also succeed on a Wisdom saving throw against your spell
following benefits while you are holding it: save DC or be turned until the end of your next turn or until
it takes any damage.
The weapon becomes magical if it isn't already.
You can use your Wisdom modifier, instead of your A turned creature must spend its turn trying to move as
Strength or Dexterity modifier, for the weapon's attack far away from you as it can, and it can't willingly move to a
and damage rolls. space within 30 feet of you. It also can't take reactions. For
If the weapon's damage die is normally 1d4 or 1d6, it its action, it can use only the Dash action or try to escape
instead becomes 1d8. from an effect that prevents it from moving. If there's
You can't be disarmed of the weapon unless you are nowhere to move, the creature can use the Dodge action.
incapacitated.
The weapon ceases to be your druidic weapon if you die, Guardian Aura
if you perform the 1-hour ritual on a different weapon, or if
it is more than 5 feet away from you for 1 hour or more. At 15th level, the form of your Guardian Soul exudes
ancient magic that fortifies your injured allies. When a
Guardian Soul friendly creature starts its turn within 30 feet of your
guardian form, it regains hit points equal to 5 + your
Starting at 7th level, you gain the ability to briefly manifest Wisdom modifier if it has no more than half of its hit points
the magic of the elder forests. As a bonus action, choose left. A creature doesn't gain this benefit if it has 0 hit points.
one of the following guardian forms to assume: Arbor or Horizon Walker
Menhir. The form you choose changes your appearance Horizon Walkers guard the world against threats that
and gives you special benefits, and it lasts for 1 minute, originate from other planes or that seek to ravage the
until you dismiss the form as a bonus action, or until you mortal realm with otherworldly magic. They seek out
are incapacitated. planar portals and keep watch over them, venturing to the
Arbor. You assume the form of an ancient tree spirit, Inner Planes and the Outer Planes as needed to pursue
covered with leaves and bark and growing long branches their foes. These rangers are also friends to any forces in
from your torso. You also undergo the following changes. the multiverse — especially benevolent dragons, fey, and
elementals — that work to preserve life and the order of the
You gain a +2 bonus to AC, your reach increases by 10 planes.
feet, and your speed is reduced by 10 feet.
As a bonus action on each of your turns, including when Horizon Walker Magic
you assume this form, you can magically summon
twisting roots and vines to ensnare a creature you can Starting when you join this conclave at 3rd level, you learn
see within 30 feet of you. Make a ranged spell attack an additional spell when you reach certain levels in this
against the target; on a hit, the target takes piercing class, as shown in the Horizon Walker Spells table. The
damage equal to 1d8 + your Wisdom modifier, and it spell counts as a ranger spell for you, but it doesn't count
must succeed on a Strength saving throw against your against the number of ranger spells you know.
spell save DC or its speed is halved until the end of its
next turn. Horizon Walker Spells
Menhir. You assume the form of an ancient rock spirit,
your flesh becoming hard as stone and your limbs Ranger
inscribed with simple, shamanistic carvings. You also Level Spells
undergo the following changes: 3rd protection from evil and good
You have resistance to bludgeoning, piercing, and 5th misty step
slashing damage, and your speed is reduced to 10 feet 9th haste
(unless it is already lower). 13th banishment
As a bonus action on each of your turns, including when 17th teleportation circle
you assume this form, you can gain temporary hit points
equal to half your ranger level + your Wisdom modifier. Detect Portal
These temporary hit points disappear when the form
ends. At 3rd level, you gain the ability to magically sense the
Once you use this feature to assume a guardian form, presence of a planar portal. As an action, you detect the
you can't do so again until you finish a short or long rest. distance and direction to the closest planar portal within 5
miles of you. (See "Planar Travel" in chapter 2 of the DMG
for examples of planar portals.)
Once you use this feature, you can't use it again until you
finish a short or long rest.
12 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Planar Warrior Mystic Sense
Also at 3rd level, you learn to draw on the energy of the At 3rd level, you gain the ability to peer at a creature and
multiverse to augment your abilities. When you make a magically discern how best to hurt it. As an action, choose
Constitution saving throw to maintain concentration on a one creature you can see within 60 feet of you. You
ranger spell, you gain a bonus to the roll equal to your immediately learn whether the creature has any damage
Wisdom modifier (minimum of +1). immunities, resistances, or vulnerabilities and what they
are. If the creature is hidden from divination magic, you
In addition, once on each of your turns when you hit a sense that it has no damage immunities, resistances, or
creature with a weapon attack, you can have all of that vulnerabilities.
attack's damage become force damage.
You can use this feature a number of times equal to your
Ethereal Step proficiency bonus, and you regain all expended uses of it
when you finish a long rest.
At 7th level, you learn to step through the Ethereal Plane.
As a bonus action, you can cast the etherealness spell with Slayer's Cunning
this feature, without expending a spell slot, but the spell
ends at the end of the current turn. Starting at 3rd level, you can run circles around your foes
with daring agility. When you make a weapon attack
Once you use this feature, you can't use it again until you against a creature marked by your Ranger's Quarry, you
finish a short or long rest. don't provoke opportunity attacks from that creature for the
rest of the turn, whether you hit or not.
Distant Strike
Supernatural Defense
At 11th level, you gain the ability to pass between the
planes in the blink of an eye. When you take the Attack At 7th level, you gain extra resilience against your prey's
action, you can teleport up to 10 feet immediately before or assaults on your mind and body. Whenever the target of
after each attack to an unoccupied space you can see, but your Ranger's Quarry forces you to make a saving throw
no more than once per attack. and whenever you make an ability check to escape that
target's grapple, you can add 1d6 to your roll.
If you attack at least two different creatures with the
action, you can make one additional attack with it against a Magic-User's Nemesis
third creature.
At 11th level, you gain the ability to thwart someone else's
Spectral Defense magic. When you see a creature casting a spell or
teleporting within 60 feet of you, you can use your reaction
At 15th level, your ability to move between planes enables to try to magically foil it. The creature must succeed on a
you to slip through the planar boundaries to lessen the Wisdom saving throw against your spell save DC, or its
harm done to you during battle. When you take damage spell or teleport fails and is wasted.
from an attack, you can use your reaction to give yourself
resistance to all of that attack's damage on this turn. Once you use this feature, you can't use it again until you
Monster Slayer finish a short or long rest.
Rangers who join this brotherhood have dedicated
themselves to hunting down creatures of the night and Slayer's Counter
wielders of grim magic. A Monster Slayer seeks out
vampires, dragons, evil fey, fiends, and other magical At 15th level, you gain the ability to counterattack when
threats. Trained in supernatural techniques to overcome your prey tries to sabotage you. If the target of your
such monsters, slayers are experts at unearthing and Ranger's Quarry forces you to make a saving throw, you
defeating mighty, mystical foes. can use your reaction to make one weapon attack against
the quarry. You make this attack immediately before
Monster Slayer Magic making the saving throw. If your attack hits, you
automatically succeed on your saving throw, in addition to
Starting at 3rd level, you learn additional spells when you the attack's normal effects.
reach certain levels in this class, as shown in the Monster Swarm Keeper
Slayer Spells table. The spell counts as a ranger spell for Feeling a deep connection to the environment around
you, but it doesn't count against the number of ranger them, some rangers reach out through their magical
spells you know. connection to the world and bond with a swarm of nature
spirits. The swarm becomes a potent force in battle, as well
Monster Slayer Spells as helpful company for the ranger.
Ranger
Some Swarm Keepers are outcasts or hermits, keeping
Level Spells to themselves and their attendant swarms rather than
3rd protection from evil and good dealing with the discomfort of others. Other Swarm
5th zone of truth Keepers enjoy building vibrant communities that work for
9th magic circle the mutual benefit of all those they consider part of their
13th banishment swarm.
17th hold monster
Swarm Keeper Magic
Starting at 3rd level, you gain magical aptitude from your
bond to the swarm. 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.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 13
Swarm Appearance
You also learn additional spells when you reach certain
d4 Appearance
levels in this class, as shown in the Swarm Keeper Spells 1 Swarming insects
table. Each spell counts as a ranger spell for you, but it 2 Miniature twig blights
doesn't count against the number of ranger spells you 3 Fluttering birds
know. 4 Playful pixies
Swarm Keeper Spells Once on each of your turns, you can cause the swarm to
assist you in one of the following ways, immediately after
Ranger
Spells you hit a creature with an attack:
Level
The attack's target must succeed on a Strength saving
3rd faerie fire throw against your spell save DC or be moved by the
swarm up to 15 feet horizontally in a direction of your
5th web choice.
You are moved by the swarm 5 feet horizontally in a
9th gaseous form direction of your choice.
If the attack's target is marked by your Ranger's Quarry,
13th arcane eye it can't regain hit points until the end of its next turn.
17th insect plague Writhing Tide
Gathered Swarm Starting at 7th level, you can condense part of your swarm
into a focused mass that lifts you up. As a bonus action, you
When you join this conclave at 3rd level, a swarm of gain a flying speed of 10 feet and can hover. This effect
intangible nature spirits has bonded itself to you and can lasts for 1 minute or until you are incapacitated.
assist you in battle. Until you die, the swarm remains in
your space, crawling on you or flying and skittering around You can use this feature a number of times equal to your
you within your space. You determine its appearance, or Wisdom modifier (a minimum of once), and you regain all
you generate its appearance by rolling on the Swarm expended uses when you finish a long rest.
Appearance table.
Mighty Swarm
At 11th level, 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.
While a creature is unable to regain hit points as a
result of your Gathered Swarm, that creature is also
unable to take any reactions.
Swarming Dispersal
When you reach 15th level, you can discorporate into your
swarm in order to avoid 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.
Wild Hunter
Emulating the Wild Hunter conclave means accepting your
place as a bulwark between civilization and the terrors of
the wilderness. As you walk the Wild Hunter's path, you
learn specialized techniques for fighting the threats you
face, from rampaging ogres and hordes of orcs to towering
giants and terrifying dragons.
14 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Wild Hunter Magic Ranger Spells
Starting when you join this conclave at 3rd level, you learn The list of ranger spells below is presented in alphabetical
additional spells when you reach certain levels in this class, order, sorted by spell level. The spell list notes which ranger
as shown in the Wild Hunter Spells table. Each spell spells are rituals, and spells which were not originally
counts as a ranger spell for you, but it doesn't count against included in the ranger spell list are written in bolded
the number of ranger spells for you. italics.
Wild Hunter Spells Each spell is in the Player's Handbook, unless it has one
asterisk (a spell in Xanathar's Guide to Everything) or two
Ranger
asterisks (a spell in Tasha's Cauldron of Everything).
Level Spells
3rd purify food and drink List of Spells Spider Climb
5th enlarge/reduce Spike Growth
9th glyph of warding 1st Level Summon Beast **
13th dominate beast
17th hold monster Absorb Elements * 3rd Level
Alarm (ritual)
Hunter's Prey Animal Friendship Conjure Animals
Beast Bond * Conjure Barrage
At 3rd level, you learn techniques to pinpoint the vital areas Cure Wounds Daylight
of your prey. When you hit one of your favored enemies, or Detect Magic (ritual) Elemental Weapon
a creature marked by your Ranger's Quarry, with a weapon Detect Poison and Disease Flame Arrows *
attack, you can deal maximum damage with that attack, Lightning Arrow
instead of rolling. (ritual) Meld into Stone (ritual)
Ensnaring Strike Nondetection
You can use this feature a number of times equal to your Entangle Phantom Steed (ritual)
proficiency bonus, and you regain all expended uses when Expeditious Retreat Plant Growth
you finish a long rest. Fog Cloud Protection from Energy
Goodberry Revivify
Thinning the Herd Hail of Thorns Speak with Plants
Hunter's Mark Summon Fey **
Starting at 3rd level, you can quickly contend with multiple Jump Water Breathing (ritual)
foes at once. Once on each of your turns when you make a Longstrider Water Walk (ritual)
weapon attack, you can make another attack with the same Searing Smite Wind Wall
weapon against a different creature that is within 5 feet of Snare *
the original target and within range of your weapon. Speak with Animals (ritual) 4th Level
Zephyr Strike *
Defensive Tactics Charm Monster *
2nd Level Conjure Woodland Beings
Starting at 7th level, your cunning and resolve allows you to Dominate Beast
shake off menacing threats. You have advantage on saving Aid Freedom of Movement
throws against being frightened, and opportunity attacks Animal Messenger (ritual) Grasping Vine
against you are made with disadvantage. Barkskin Guardian of Nature *
Beast Sense Hallucinatory Terrain
Horde Breaker Cordon of Arrows Locate Creature
Darkvision Stoneskin
Starting at 11th level, your prowess lets you strike Enhance Ability Summon Elemental **
simultaneously at groups of enemies. As an action, you can Erupting Earth *
make a weapon attack against any number of creatures Find Traps 5th Level
within 10 feet of a point you can see within your weapon's Gust of Wind
range. You make a separate attack roll for each target, and Healing Spirit * Awaken
you can move up to 5 feet immediately before or after Lesser Restoration Commune with Nature
making each attack. If an attack requires ammunition, you Locate Animals or Plants
must provide it for each target as normal. (ritual)
(ritual) Conjure Volley
Wild Defense Locate Object Greater Restoration
Magic Weapon Steel Wind Strike *
At 15th level, the wilderness empowers your ability to stave Pass without Trace Swift Quiver
off injury. You have advantage on Dexterity saving throws Protection from Poison Tree Stride
against effects that you can see, such as traps and spells, See Invisibility Wrath of Nature *
provided that you aren't blinded, deafened, or incapacitated. Silence (ritual)
Additionally, when you take damage from a hostile
creature you can see, you can use your reaction to halve
that instance of damage against you.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 15
Class Changes Tireless. The ranger gains this feature, originally a
benefit from the Deft Explorer optional replacement
Due to broadly-held sentiments that its features are feature, at 13th level, instead of 10th level. The feature's
underwhelming and poorly applied, the ranger is the class first effect now rolls 1d10 instead of 1d8, and its uses are
most frequently highlighted in discussions about based on short or long rests instead of only long rests.
rebalancing and feature change in 5th edition; attempts to
revise the class have been thoroughly released for play- One with the Wild. This is a new feature, which
tested, with some (such as the options in TCE) having been improves Natural Explorer at the highest tier of play.
officially published. The changes presented in this
handbook also seek to revise the ranger and improve its Feral Senses. This feature is no longer restricted to
lackluster features, but to do so in a way that allows the seeing invisible creatures, and now grants the ranger the
ranger to occupy its existing party roles while providing ability to perceive every creature within 30 feet of them.
greater depth with which to use its niche abilities.
Foe Slayer. This feature no longer has a usage limit on
Favored Enemy. The ranger retains the original version the ranger's turns. Additionally, the ranger gains an
of this feature, and gains an additional favored enemy at improvement to Ranger's Quarry. These changes are
20th level. Additionally, the Favored Foe optional designed to make the ranger's 20th-level feature as
replacement feature has been integrated into Ranger's impressive as the 20th-level features of other classes.
Quarry (see below).
Beast Master
Ranger's Quarry. This is a new feature, inspired by the
Favored Foe optional replacement feature, which provides The changes to the Beast Master conclave are listed below.
the ranger with scaling damage. This change is intended to Beast Magic. This is a new feature, and grants the
function as the ranger's defining combat ability and also to
free up their spellcasting, as it allows the ranger to deal the ranger additional spells to standardize the subclasses.
extra damage they require to keep pace with other martial Beast Companion. Renamed from the Primal
classes at higher levels, without relying on concentration
spells such as hunter's mark. Companion optional replacement feature, this feature
replaces the feature of the same name that original
Natural Explorer. This feature has been rebalanced versions of the ranger previously gained at 3rd level. The
entirely, and now allows the ranger to adapt to any feature now explicitly specifies that the beast companion
environment in which they have been surrounded cannot be commanded to take multiple actions on a turn.
themselves for a significant period of adventuring time.
Beast Companion: Beast of the Land. The beast's
(Deft Explorer.) The ranger gains a modified form of Charge trait deals an extra 1d8 damage (previously 1d6), to
this feature's benefits (see below). make it the same die size as the beast's Maul damage die.
Canny. The ranger gains this feature, identical to the Exceptional Training. This feature's previous first
benefit of the same name from the Deft Explorer optional benefit has been removed, since Beast Companion makes it
replacement feature, at 2nd level, instead of 1st level. The redundant; instead, the beast now has advantage on saving
feature now restricts its benefit to one of the ranger's skill throws against being charmed or frightened while it can
proficiencies gained from their class, instead of any skill see or hear the ranger (which symbolizes its training).
proficiency the ranger possesses, and the ranger can swap
their additional languages for one tool proficiency. Bestial Fury. Since the beast has no access to a
Multiattack action, this benefit has been removed as being
Ranger Conclave. This feature has been renamed from redundant; the feature is otherwise unchanged.
Ranger Archetype; in addition, the Hunter conclave has
been renamed to Wild Hunter, and a new conclave, the Drake Warden
Grove Sentinel, has been added.
The changes to the Drake Warden conclave are listed
Primeval Awareness. Despite its name, this feature is below.
identical to the Primal Awareness optional replacement
feature, and not the feature bearing the same name from Beast Magic. This is a new feature, and grants the
the original ranger class. ranger additional spells to standardize the subclasses.
Ability Score Improvement. The ranger can replace Drake Companion. The drake lasts for a number of
one of their favored enemies each time they gain this hours equal to the ranger's class level, instead of its
feature from this class. proficiency bonus; the drake's Hit Dice start as d6s (instead
of d10s), and it no longer has any saving throw
Roving. The ranger gains this feature, which is identical proficiencies, but instead gains the Primal Bond trait; and
to the benefit of the same name from the Deft Explorer its Bite deals 1d6 + 3 piercing damage, instead of 1d6.
optional replacement feature, at 5th level, instead of 6th
level. Bond of Fang and Scale. The drake now becomes a
Medium creature, and its Hit Dice become d8s.
Swift Tracker. This is a new feature, which strengthens
the ranger's affinity for hunting and tracking. Perfected Bond. The drake's Hit Dice become d10s.
Land's Stride. The ranger gains this feature at 9th level, Fey Wanderer
instead of 8th level.
The changes to the Fey Wanderer conclave are listed
(Hide in Plain Sight.) The ranger no longer gains this below.
feature (which was removed entirely), and instead gains
Nature's Veil (see below). Fey Wanderer Magic. At 5th level, the ranger gains
access to the spell summon fey, instead of dispel magic.
Nature's Veil. The ranger gains this feature, originally an
optional replacement feature, instead of Hide in Plain Dreadful Strikes. This feature has been changed in
Sight. order to utilize Ranger's Quarry, while retaining its psychic-
damage theme and damage scaling.
Fey Secrets. This is a new feature, which replaces and
incorporates the former benefits of Fey Reinforcements
(11th-level) and Misty Wanderer (15th-level).
Blessings of the Courts. This feature is now identical to
Misty Presence, the 15th-level feature of the playtest
version of the Fey Wanderer.
16 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials
Grove Sentinel Wild Hunter
While it draws inspiration from the Primeval Guardian (a Previously known as the Hunter, the changes to the Wild
playtest-exclusive ranger conclave that was never officially Hunter conclave are listed below.
published), the Grove Sentinel is a new conclave included
to give rangers a different choice of subclass. As such, there Hunter's Prey. This feature has been redesigned and
are no changes to official material to be detailed here. offers an entirely new benefit. Additionally, one of its
former benefits is now its own feature (see below).
Horizon Walker
Thinning the Herd. This feature, previously one of the
The changes to the Horizon Walker conclave are listed benefit options granted by Hunter's Prey (see above), has
below. been renamed from Horde Breaker, as the latter is the new
name for this conclave's 11th-level feature (see below).
Planar Warrior. This feature has been changed in order
to account for the damage of Ranger's Quarry, while Defensive Tactics. This feature now combines two of
retaining its force-damage theme. It also provides a bonus the benefits previously given by the Hunter feature of the
to Constitution saving throws made to maintain same name, in exchange for omitting the other benefit
concentration, acting as a counterpart to the auxiliary entirely.
benefits of the Gloom Stalker's 3rd-level features.
Horde Breaker. Renamed from Multiattack, this
Monster Slayer feature's options have now been consolidated and
streamlined into one benefit. It bears no relation to the
The changes to the Monster Slayer conclave are listed former benefit of the same name (see above).
below.
Wild Defense. Renamed from Superior Hunter's
Mystic Sense. Renamed from Hunter's Sense, this Defense, this feature now effectively combines two of the
feature can now be used a number of times equal to the benefits previously granted by the feature, omitting the
ranger's proficiency bonus, instead of their Wisdom other benefit entirely. In exchange, the feature now also
modifier (a minimum of once). grants advantage on Dexterity saving throws against effects
the ranger can see.
Slayer's Cunning. This is a new feature which replaces
Slayer's Prey, itself now outdated with the introduction of Art Credits
Ranger's Quarry.
The artists below are credited in alphabetical order. Where
Supernatural Defense. This feature now improves possible, an art credit includes the website where the
Ranger's Quarry instead of Slayer's Prey (see above). artist's work can be found, and the pages on which their
illustrations appear.
Slayer's Counter. This feature now improves Ranger's
Quarry instead of Slayer's Prey (see above). Alex Stone (AlexStoneArt; pg 7)
Kobold Press (© Kobold Press; pg 11)
Swarm Keeper Mariusz Kozik / "Lacedemon" (ArtStation; cover)
Paizo, Inc. (© Paizo; pg 10, 14)
The changes to the Swarm Keeper are listed below. Wizards of the Coast (© Wizards; pg 2, 17)
Gathered Swarm. One of this feature's effects has been
Thank You
replaced by an effect which improves Ranger's Quarry.
Writhing Tide. This feature can now be used a number ... for taking the time to read this reimagining of the Ranger
class! If you have any feedback or suggestions, please
of times equal to the ranger's Wisdom modifier (a contact the author ─ /u/Ozzifer on Reddit ─ or consider
minimum of once), instead of their proficiency bonus. joining their Patreon.
Mighty Swarm. One of this feature's effects has been
replaced by an effect which improves Ranger's Quarry.
This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials 17
Open Game License
Version 1.0a
The following text is the property of Wizards of the Coast, LLC. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved. COPYRIGHT NOTICE portion of this License to include the
1. Definitions: (a) "Contributors" means the copyright and/or exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
trademark owners who have contributed Open Game must add the title, the copyright date, and the copyright
Content; (b) "Derivative Material" means copyrighted holder's name to the COPYRIGHT NOTICE of any original
material including derivative works and translations Open Game Content you Distribute.
(including into other computer languages), potation, 7. Use of Product Identity: You agree not to Use any Product
modification, correction, addition, extension, upgrade, Identity, including as an indication as to compatibility, except
improvement, compilation, abridgment or other form in as expressly licensed in another, independent Agreement
which an existing work may be recast, transformed or with the owner of each element of that Product Identity. You
adapted; (c) "Distribute" means to reproduce, License, rent, agree not to indicate compatibility or co-adaptability with any
lease, sell, broadcast, publicly display, transmit or otherwise Trademark or Registered Trademark in conjunction with a
distribute; (d) "Open Game Content" means the game work containing Open Game Content except as expressly
mechanic and includes the methods, procedures, processes licensed in another, independent Agreement with the owner
and routines to the extent such content does not embody the of such Trademark or Registered Trademark. The use of any
Product Identity and is an enhancement over the prior art Product Identity in Open Game Content does not constitute a
and any additional content clearly identified as Open Game Challenge to the ownership of that Product Identity. The
Content by the Contributor, and means any work covered by owner of any Product Identity used in Open Game Content
this License, including translations and derivative works shall retain all rights, title and interest in and to that Product
under copyright law, but specifically excludes Product Identity.
Identity. (e) "Product Identity" means product and product 8. Identification: If you distribute Open Game Content You must
line names, logos and identifying marks including trade clearly indicate which portions of the work that you are
dress; artifacts; creatures characters; stories, storylines, distributing are Open Game Content.
plots, thematic elements, dialogue, incidents, language, 9. Updating the License: Wizards or its designated Agents may
artwork, symbols, designs, depictions, likenesses, formats, publish updated versions of this License. You may use any
poses, concepts, themes and graphic, photographic and other authorized version of this License to copy, modify and
visual or audio representations; names and descriptions of distribute any Open Game Content originally distributed
characters, Spells, enchantments, personalities, teams, under any version of this License.
personas, likenesses and Special abilities; places, locations, 10. Copy of this License: You MUST include a copy of this
environments, creatures, Equipment, magical or License with every copy of the Open Game Content You
supernatural Abilities or Effects, logos, symbols, or graphic Distribute.
designs; and any other trademark or registered trademark 11. Use of Contributor Credits: You may not market or advertise
clearly identified as Product identity by the owner of the the Open Game Content using the name of any Contributor
Product Identity, and which specifically excludes the OPEN unless You have written permission from the Contributor to
Game Content; (f) "Trademark" means the logos, names, do so.
mark, sign, motto, designs that are used by a Contributor to 12. Inability to Comply: If it is impossible for You to comply with
Identify itself or its products or the associated products any of the terms of this License with respect to some or all of
contributed to the Open Game License by the Contributor (g) the Open Game Content due to statute, judicial order, or
"Use", "Used" or "Using" means to use, Distribute, copy, edit, governmental regulation then You may not Use any Open
format, modify, translate and otherwise create Derivative Game Material so affected.
Material of Open Game Content. (h) "You" or "Your" means 13. Termination: This License will terminate automatically if You
the licensee in terms of this agreement. fail to comply with all terms herein and fail to cure such
2. The License: This License applies to any Open Game breach within 30 days of becoming aware of the breach. All
Content that contains a notice indicating that the Open Game sublicenses shall survive the termination of this License.
Content may only be Used under and in terms of this 14. Reformation: If any provision of this License is held to be
License. You must affix such a notice to any Open Game unenforceable, such provision shall be reformed only to the
Content that you Use. No terms may be added to or extent necessary to make it enforceable.
subtracted from this License except as described by the 15. COPYRIGHT NOTICE
License itself. No other terms or Conditions may be applied Open Game License v 1.0a Copyright 2000, Wizards of the
to any Open Game Content distributed using this License. Coast, LLC.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License. System Reference Document 5.1 Copyright 2016, Wizards of
4. Grant and Consideration: In consideration for agreeing to the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford,
use this License, the Contributors grant You a perpetual, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
worldwide, royalty-free, nonexclusive License with the exact Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
terms of this License to Use, the Open Game Content. Townshend, based on original material by E. Gary Gygax and
5. Representation of Authority to Contribute: If You are Dave Arneson.
contributing original material as Open Game Content, You
represent that Your Contributions are Your original Creation END OF LICENSE
and/or You have sufficient rights to grant the rights conveyed
by this License.
18 This is unofficial Fan Content puesremdiattreedpuronpdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials