Ranger (Alt. LaserLlama)

LaserLlama's Alternate Ranger v4.3.0 (Homebrew)

Hit Die
10
Proficiencies
Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth, Survival
Skill Choices
3
Armor
Light Armor, Medium Armor, Shields
Weapons
Simple Weapons, Martial Weapons
Tools
None
Spellcasting Ability
Wisdom
Slot Recovery
Long Rest
Starting Wealth
5d4x10

Progression

Espacios de conjuro
Level Prof. Traits Knacks Known 1.º2.º3.º4.º5.º
1 +2 Multiclass Features, Fighting Style, Knacks 1 — — — — —
2 +2 Spellcasting, Ranger's Quarry 2 2 — — — —
3 +2 Ranger Conclave, Beast Master Spells (Beast Master), Primal Beast (Beast Master), Wild Empathy (Beast Master), Deep Stalker Spells (Deep Stalker), Umbral Sight (Deep Stalker), Dread Ambusher (Deep Stalker), Drake Guard Spells (Drake Guard), Draconic Companion (Drake Guard), Wyrmsoul (Drake Guard), Fey Wanderer Spells (Fey Wanderer), Beguiling Strikes (Fey Wanderer), Otherworldly Mystique (Fey Wanderer), Hunter Spells (Hunter), Ambuscade (Hunter), Silent Steps (Hunter), Monster Slayer Spells (Monster Slayer), Knowledge of the Hunt (Monster Slayer), Slayer's Cunning (Monster Slayer), Mage Breaker (Spellbreaker), Spellbreaker Spells (Spellbreaker), Spellsight (Spellbreaker), Swarm Keeper Spells (Swarm Keeper), Symbiotic Swarm (Swarm Keeper) · Rasgo de subclase 3 3 — — — —
4 +2 Ability Score Improvement 3 3 — — — —
5 +3 Extra Attack, Feral Senses 3 4 2 — — —
6 +3 Ranger's Quarry (Upgrade) 4 4 2 — — —
7 +3 Ranger Conclave Feature, Bestial Focus (Beast Master), Cloak of Shadows (Deep Stalker), Iron Mind (Deep Stalker), Greater Companion (Drake Guard), Whimsical Ward (Fey Wanderer), Cunning Parry (Hunter), Relentless Hunter (Hunter), Iron Focus (Monster Slayer), Ethereal Step (Planar Warden), Arcane Defense (Spellbreaker), Writhing Horde (Swarm Keeper) 4 4 3 — — —
8 +3 Ability Score Improvement 4 4 3 — — —
9 +4 Wild Expertise (Upgrade) 5 4 3 2 — —
10 +4 Ranger' Quarry (Upgrade) 5 4 3 2 — —
11 +4 Tireless, Ranger Conclave Feature, Exceptional Training (Beast Master), Primal Bond (Beast Master), Precise Strikes (Deep Stalker), Elemental Breath (Drake Guard), Mythic Companion (Drake Guard), Faerie Guardian (Fey Wanderer), Horde Breaker (Hunter), Monster's Nemesis (Monster Slayer), Empowered Strikes (Planar Warden), Spellbane (Spellbreaker), Greater Swarm (Swarm Keeper) 5 4 3 3 — —
12 +4 Ability Score Improvement 6 4 3 3 — —
13 +5 — 6 4 3 3 1 —
14 +5 Ranger's Quarry (Upgrade) 7 4 3 3 1 —
15 +5 Ranger Conclave Feature, Deadly Counter (Deep Stalker), Mirthful Step (Fey Wanderer), Ruthless Focus (Hunter), Ruthless Counter (Monster Slayer), Ethereal Defense (Planar Warden), Mantle of the Master (Spellbreaker), Reflect Spell (Spellbreaker) · Rasgo de subclase 7 4 3 3 2 —
16 +5 Ability Score Improvement 8 4 3 3 2 —
17 +6 — 8 4 3 3 3 1
18 +6 Ranger's Quarry (Upgrade), Feral Senses (Upgrade) 9 4 3 3 3 1
19 +6 Ability Score Improvement 9 4 3 3 3 2
20 +6 Foe Slayer 10 4 3 3 3 2

Features by level

Nivel 1

Becoming A Ranger As A Level 1 Character

As a 1st-level Ranger, you begin play with 10 + your Constitution modifier hit points.

You are proficient with the following items, in addition to any proficiencies provided by your race or background.

  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth, and Survival

You begin play with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt and a shield or (b) leather armor
  • (a) two short swords or (b) two simple melee weapons
  • (a) a longbow and 20 arrows or (b) a martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4x10 gp to buy your equipment.

Becoming A Ranger As A Multiclass Character

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose ranger as one of your classes.

Ability Score Minimum: As a multiclass character, you must have at least the following ability score(s) to take a level in this class, or to take a level in another class if you are already a ranger.

  • Strength or Dexterity 13
  • Wisdom 13

Proficiencies Gained: When you gain your first level in a class other than your initial class, you gain only some of your new class's starting proficiencies, here are the proficiencies you gain when you take your first level as a blood hunter.

  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

Spell Slots: Add half your levels (rounded down) in the ranger class to the appropriate levels from other classes to determine available spell slots.

Multiclass Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity: If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack: If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense: If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting: Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared: You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1 st-level ranger spells based on your levels in the ranger class. As a 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spell casting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class.

Spell Slots: You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.

Pact Magic: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Fighting Style

At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style. Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

(You can find more fighting styles under 'Feats')

Fighting Style: Archery

You gain a +2 bonus to attack rolls with ranged weapons.

Especial

Fighting Style: Archery

Fighting Style: Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Especial

Fighting Style: Defense

Fighting Style: Dual Wielding

While two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack. When you do, you cannot also make a bonus action attack.

Especial

Fighting Style: Two-Weapon Fighting

Fighting Style: Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Especial

Fighting Style: Dueling

Fighting Style: Featherweight Fighting

While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.

Fighting Style: Mariner

So long as you are not wearing medium or heavy armor, or wielding a shield, you have a swimming speed equal to your walking speed, and a +1 bonus to Armor Class.

Fighting Style: Mountaineer

So long as you are not wearing medium or heavy armor, or wielding a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Fighting Style: Strongbow

You can use your Strength, in place of Dexterity, for your attack and damage rolls with both longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.

Fighting Style: Thrown Weapon Fighting

You can draw a weapon with the thrown property as part of the attack you make with the weapon. Also, whenever you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.

Fighting Style: Versatile Fighting

While you are wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action on that turn to make a single grapple or shove attack, or to take the Use an Object action.

Knacks

In the wild, you have learned bits of primal knowledge, known as Knacks, which bolster your hunting, survival, and tracking skills. At 1st level, you know one Knack of your choice from the list at the end of this class. Whenever you gain a Ranger level, you can replace one Knack you know with a Knack of your choice, so long as you meet the prerequisites for that Knack. You cannot replace a Knack that is a prerequisite for another Knack you know. At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.

Nivel 2

Spellcasting

At 2nd level, you learn to draw upon the primal magic of the natural world to enhance your survival and combat skills:

Preparing and Casting Spells. The Ranger table above shows how many spell slots you have to cast spells. To cast a Ranger spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest. At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. Spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots.

Spellcasting Ability. Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Ranger spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus. You can use a druidic focus as the spellcasting focus for your Ranger spells. See the Player's Handbook for example foci.

Ritual Casting. Your knowledge of the natural world allows you to draw out its innate magic. You can cast any Ranger spell that you have prepared as a ritual so long as that spell has the ritual tag.

Ranger's Quarry

You focus your senses to hunt as a predator of the wild. Also at 2nd level, you can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:

  • Whenever you deal damage to it, you deal bonus damage equal to one roll of your Quarry Die, which is a d4.
  • Whenever you make an ability check to track or locate it, you can add one roll of your Quarry Die to your d20 roll.

These benefits last for 1 hour but end early if your Quarry is slain or if you mark another creature as your Quarry. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again. When you reach 6th, 10th, 14th, and 18th levels in this class, both the duration of Ranger's Quarry and the size of your Quarry Die increase, as indicated in the Ranger table.

The Ranger:

LevelQuarry Die
2ndd4
6thd6
10thd8
14thd10
18thd12

Nivel 3

Ranger Conclave

At 3rd level, you choose your Conclave, a loose association of Rangers that share similar abilities, from the options below: Beast Master, Hunter, Monster Slayer, and Spellbreaker, each of which is detailed at the end of this class description. Also included at the end of this class are Ranger Conclaves inspired by official the Ranger options: Deep Stalker, Drake Guard, Fey Wanderer, Planar Warden, and Swarm Keeper. Your Ranger Conclave grants you features at 3rd level, and again at 7th, 11th, and 15th level in this class.

Conclave Spells: Each Ranger Conclave has a list of Conclave Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Conclave Spells count as Ranger spells for you, but they do not count against your total number of spells that you can prepare each day.

Ranger Conclave: Beast Master

In their role as guardians of nature, some Rangers form deep connections with the beasts of the wild. In recognition of this relationship, great spirits of the wild known as Primal Beasts will seek out such Rangers and form a primal bond. Together, Master and Beast stand together to defend the natural world.

Primal Beasts & Animal Companions: While Primal Beasts here are described as powerful nature spirits, they can take on any appearance you wish, so long as they resemble a beast of their size. While some Primal Beasts appear as supernatural guardian spirits, others appear as normal animals. What sort of Primal Beast has your Ranger bonded?

Beast Master Spells (Beast Master)

3rd-level Beast Master feature You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Beast Master Spells:

Ranger LevelSpell
3rdanimal friendship, beast bond
5thbeast sense, warding bond
9thhaste, protection from energy
13thdeath ward, freedom of movement
17thawaken, commune with nature

Primal Beast (Beast Master)

You have formed a bond with a Primal Beast. You choose its stat block from one of the following options: the Beast of the Cave, Land, Sea, or Sky, each of which is detailed on the following page. The Primal Beast stat blocks use your proficiency bonus (PB) and Ranger Spell save DC. Your Primal Beast is friendly to you and your allies, and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block, or another action. Whenever you take the Attack action, you can forgo one attack to command your Beast to attack. When you are incapacitated, your Beast can act on its own, and it uses its turns to defend both itself and you to the best of its abilities. If your Beast is reduced to 0 hit points, it makes death saving throws like a player character would. If the Beast dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that returns your Primal Beast to life with 1 hit point. As part of this ritual, the Beast can expend hit dice to regain additional hit points. It can also take a new form, choosing a new Primal Beast stat block and appearance.

Wild Empathy (Beast Master)

You learn the "Wild Insight I" Knack, but it doesn't count against your Knacks Known. If you already know "Wild Insight I", you learn another Knack.

Ranger Conclave: Deep Stalker

Deep beneath the earth where the light of the sun is a dream, nameless things dwell in the deep shadow. The Rangers who stand against these unspeakable terrors of the darkness are known as Deep Stalkers. Though their skills were originally developed by denizens of the Underdark, Deep Stalkers can be found guarding anywhere darkness lies heavy on the land.

Deep Stalker Spells (Deep Stalker)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Deep Stalker Spells:

Ranger LevelSpell
3rdcause fear, disguise self
5thdarkness, invisibility
9thfear, nondetection
13thgreater invisibility, phantasmal killer
17thmislead, seeming

Umbral Sight (Deep Stalker)

You have adapted to stalk your prey without light. You gain darkvision out to a range of 60 feet. If you already have darkvision from another feature, the range of your darkvision increases by 30 feet.

Dread Ambusher (Deep Stalker)

You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated. Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level.

Ranger Conclave: Drake Guard

Sometimes wandering Rangers enter into the service of great dragons and are gifted a portion of their power. Undergoing an ancient ritual, they are bound to a Draconic Companion, a powerful scion of an elder dragon. Known as Drake Guards, these Rangers fight alongside their Companions as powerful draconic servants, and can eventually become dragon riders.

Drake Guard Spells (Drake Guard)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Drake Guard Spells:

Ranger LevelSpell
3rdabsorb elements, command
5thdragon's breath, warding bond
9thelemental weapon, fear
13thdominate beast, elemental bane
17thawaken, conjure dragon

Draconic Companion (Drake Guard)

Your soul has been bound to that of a Draconic Companion. You choose its Essence from the following options: acid, cold, fire, lightning, or poison. Its Essence influences the color of its scales, and once it is chosen it cannot be changed. Your Companion uses the Draconic Companion stat block on this page, which uses your proficiency bonus (PB) and Ranger Spell save DC throughout. It cannot bear a rider. Your Draconic Companion is friendly to you and your allies and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use a bonus action to order it to take an action from its stat block or another action. Also, whenever you take the attack action, you can forgo one of your attacks to command the Companion to attack. When you are incapacitated, your Companion acts on its own, and will to defend both itself and you to the best of its ability. When your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If it dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that restores it to life with 1 hit point. As part of this ritual, it can expend hit dice to regain hit points.

Wyrmsoul (Drake Guard)

The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic, and when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead.

Ranger Conclave: Fey Wanderer

In your wild wanderings you have acquired the magic of the Feywild, and use it to augment your Ranger abilities. Whether you are the chosen warden of a Fey crossroads, the favored servant of an Archfey, or you pilfered your power in a fey wager, you now wield the whimsical and terrifying powers common to the Feywild.

Fey Wanderer Spells (Fey Wanderer)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Fey Wanderer Spells:

Ranger LevelSpell
3rdcause fear, charm person
5thenthrall, misty step
9thconjure fey, dispel magic
13thcharm monster, dimension door
17thgeas, mislead

Beguiling Strikes (Fey Wanderer)

You can weave the wild and disorienting magic of the Feywild into your strikes, distracting and taunting your foes. You can choose for the bonus damage of your Ranger's Quarry feature to be psychic instead of your weapon's normal damage type. If you deal psychic damage to your Quarry with a melee weapon attack, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn.

Otherworldly Mystique (Fey Wanderer)

The magic of the Feywild has imbued you with a whimsical charm that makes others more likely to trust you, for good or ill. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Also, whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Ranger Conclave: Hunter

Hunters hold the line between civilization and the wilderness using their deadly tracking and hunting skills. In the shadows of every countryside town lurks a Hunter, silently taking care of any monster that threatens the peace. Hordes of orcs, vile trolls, great and terrible dragons, or great beasts of the wild, it matters not. A Hunter will always overcome their quarry.

Hunter Spells (Hunter)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Hunter Spells:

Ranger LevelSpell
3rdexpeditious retreat, snare
5thlocate creature, pass, pass without trace
9thconjure volley, nondetection
13thMordenkainen's faithful hound, freedom of movement
17thswift quiver, tree stride

Ambuscade (Hunter)

You are always prepared to strike first, often getting the jump on your chosen prey. When you roll initiative, so long as you are not surprised, you can use your reaction to take the Hide action, the Attack action, or mark a creature as your Quarry. If you are surprised, you cannot take this special reaction, but you can act normally on your first turn of combat.

Silent Steps (Hunter)

You stalk your prey unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack you learn another of your choice.

Ranger Conclave: Monster Slayer

Some Rangers are driven from civilized life by a deep hatred for monsters. Often victims of these terrible monsters in their youth, those that take up the mantle of Monster Slayer travel the world hunting for vile supernatural creatures that prey on innocent mortals and ruthlessly annihilate them. They track down vampires, evil fey, restless spirits, werewolves, and any other vile creature and destroy them without hesitation.

Monster Slayer Spells (Monster Slayer)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Monster Slayer Spells:

Ranger LevelSpell
3rdbane, protection from evil and good
5thmoonbeam, see invisibility
9thmagic circle, protection from energy
13thbanishment, Mordenkainen's faithful hound
17thdispel evil and good, hold monster

Knowledge of the Hunt (Monster Slayer)

You have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in your choice of Arcana, History, Nature, or Religion. As a bonus action, you can analyze a creature you can see within 30 feet, making an ability check using the skill below corresponding to its creature type (DC equals 10 + its CR):

Knowledge of the Hunt:

SkillCreature Types
ArcanaAberrations, Dragons, Monstrosities
HistoryGiants, Humanoids
NatureBeasts, Elementals, Oozes, Plants
ReligionCelestials, Fey, Fiends, Undead

On a successful check, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, its damage vulnerabilities, its damage resistances or immunities, its condition immunities, or another weakness it may have. If the characteristic you choose doesn't apply the DM reveals another characteristic to you. If you analyze your Quarry with this feature you can add one roll of your Quarry Die to your ability check.

Slayer's Cunning (Monster Slayer)

You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known. You can also use Ranger's Quarry once between each short or long rest without expending a use of it.

Ranger Conclave: Planar Warden

Planar Wardens dedicate their lives to preserving the balance of the multiverse by defending their native plane of existence from otherworldly threats. Keeping watch over planar portals these esoteric warriors can draw on the power of the planes to destroy outsiders that would seek to invade their homes.

Extraplanar Senses (Planar Warden)

As an action, you can detect the exact distance and direction of the nearest creature alien to your current plane or planar portal within 1 mile that isn't shielded from divination magic. As part of this action you can exclude targets of your choice. Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses, you can expend a spell slot of 1st-level or higher to use this again.

Planar Warrior (Planar Warden)

You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type. Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations, celestials, elementals, fey, and fiends, as your Quarry.

Planar Warden Spells (Planar Warden)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Planar Warden:

Ranger LevelSpell
3rdalarm, protection from evil and good
5thmisty step, rope trick
9thhaste, magic circle
13thbanishment, dimension door
17thplanar binding, teleportation circle

Ranger Conclave: Spellbreaker

Spellbreakers are a small but dedicated Conclave of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. If a wrong move could end in disintegration, there is no room for error.

Mage Breaker (Spellbreaker)

You ward your weapons with antimagic enchantments. When you hit your Quarry with a weapon attack, it has disadvantage on its subsequent Constitution saving throw to maintain concentration on spells. Also, whenever you see or hear a creature within your reach attempt to cast a spell, you can use your reaction to make an opportunity attack against it.

Spellbreaker Spells (Spellbreaker)

You always have certain spells prepared at the Ranger levels in the table below. They count as Ranger spells for you, but they don't count against the spells you prepare.

Spellbreaker Spells:

Ranger LevelSpell
3rdabsorb elements, detect magic
5thblindness/deafness, silence
9thcounterspell, dispel magic
13tharcane eye, Otiluke's resilient sphere
17thdispel evil and good, wall of force

Spellsight (Spellbreaker)

You have learned to see the arcane potential of creatures. When you mark a creature as your Quarry, you instantly learn its spellcasting ability (if it has one) and the level of the highest level spell that it has the ability to cast. If your Quarry is hidden from divination magic, such as by a nondetection spell, it appears as if it cannot cast spells.

Ranger Conclave: Swarm Keeper

Swarm Keepers enter symbiotic relationships with swarms of tiny creatures. Most often surrounded by a swarm of rodents, insects, birds, or other small animals, these strange Rangers see themselves as guardians of the smallest lives. Dwelling in the deep woods or underground caves, Swarm Keepers build communities that work together for the good of the swarm.

Swarm Keeper Spells (Swarm Keeper)

You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.

Swarm Keeper Spells:

Ranger LevelSpell
3rdentangle, faerie fire
5thspider climb, web
9thfly, gaseous form
13tharcane eye, giant insect
17thBigby's hand, insect plague

Symbiotic Swarm (Swarm Keeper)

You have become an integral part of a swarm of vermin. You know the mage hand cantrip, but when you cast mage hand, it manifests as part of your swarm which does your bidding. Also, you can use a bonus action on each of your turns to command your swarm in one of the following ways:

Biting Assault. One creature of your choice within 30 feet must succeed on a Dexterity saving throw or take piercing or poison damage equal to two rolls of your Quarry Die.

Harrying Horde. One creature of your choice within 30 feet must succeed on a Strength saving throw or be moved up to 15 feet in a direction of your choice. Large and larger creatures have advantage on this Strength saving throw.

Swarm Step. You are moved up to 15 feet in a direction of your choice without provoking opportunity attacks.

Nivel 4

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Nivel 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Senses

You hunt with the skills of an apex predator. At 5th level, you can't have disadvantage on attack rolls against your Quarry. When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.

Nivel 6

Ranger's Quarry (Upgrade)

Your mark now lasts 8 hours and your Quarry Die increases to a d6.

Nivel 7

Ranger Conclave Feature

At 7th level, you gain a feature granted by your Ranger Conclave.

Bestial Focus (Beast Master)

You and your Beast hunt as one. Your Primal Beast gains all benefits of your Ranger's Quarry, including any Knacks that enhance it, and its attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Cloak of Shadows (Deep Stalker)

You have learned to conceal yourself even from the creatures native to the deep shadow. While you are in darkness, you are invisible to creatures that rely on darkvision to see you.

Iron Mind (Deep Stalker)

You have trained your mind to resist the mental assaults that are common in the depths you stalk. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain proficiency in either Intelligence or Charisma saving throws.

Greater Companion (Drake Guard)

As your power increases, so does that of your Companion. Your Companion becomes Medium in size, and can bear you as a rider so long as you are Medium or smaller. However, its flying speed is halved while you are riding it. You can also roll d6s, in place of d4s, for the damage of its Claw attacks.

Whimsical Ward (Fey Wanderer)

Your familiarity with the abilities of the fey grants you increased defenses against their power. You have advantage on saving throws to resist being charmed and frightened. Also, when a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition, you can use a reaction to force another creature you can see within 60 feet to make a Wisdom saving throw against your Spell save DC. On a failure, it is either charmed or frightened of you (your choice) for 1 minute. The creature can repeat this saving at the end of each of its turns, ending this effect on a successful save.

Cunning Parry (Hunter)

Your unyielding focus allows you to parry and counter foe's attacks. When your Quarry targets you with an attack you can see, you can use your reaction to add your Wisdom modifier (minimum of +1) to your Armor Class against that attack. If this causes the attack to miss, you can make one weapon attack against your Quarry as part of that same reaction.

Relentless Hunter (Hunter)

You are relentless, stalking your chosen foes until they are all eradicated. When your Quarry is slain, you can mark another creature you can see as your Quarry (no action required) without expending a use of Ranger's Quarry or a spell slot.

Iron Focus (Monster Slayer)

You have trained your mind to better resist the supernatural assaults of your hated foes. Whenever your Quarry forces you to make an ability check or saving throw you gain a bonus to your roll equal to one roll of your Quarry Die.

Ethereal Step (Planar Warden)

You can briefly move between planes to disorient your foes. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. Any distance you teleport with this feature counts against your total movement for your turn.

Arcane Defense (Spellbreaker)

You can steel yourself to better resist the magics of your foes. Whenever your Quarry forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1). Moreover, whenever your Quarry subjects you to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failed saving throw.

Writhing Horde (Swarm Keeper)

You can compel your swarm to carry you in unnatural ways. You gain a climbing speed equal to your walking speed, and you can climb sheer surfaces and upside down on ceilings without having to make an ability check. While climbing in this way, you are surrounded by your swarm of vermin. Also, when you make a Strength (Athletics) check to shove or grapple, or to resist or end a grapple, you can call on your swarm and add one roll of your Quarry Die to your roll.

Nivel 9

Wild Expertise (Upgrade)

When you reach 9th level in this class, you choose another skill from the Ranger class skill list that you are proficient in to gain this benefit and another language of your choice.

Nivel 10

Ranger' Quarry (Upgrade)

Your mark now lasts 24 hours and your Quarry Die increases to a d8.

Nivel 11

Tireless

You are always ready for another hunt, never letting foes rest. Beginning at 11th level, you regain all of your expended uses of Ranger's Quarry whenever you finish a short or long rest.

Exceptional Training (Beast Master)

You are able to draw out the full ferocity of your Primal Beast. Once per turn when you command your Primal Beast to use one of the attacks from its stat block, it can make two attacks.

Primal Bond (Beast Master)

The bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, the Primal Beast also gains the benefits as long as it is within 30 feet of you.

Precise Strikes (Deep Stalker)

In the unforgiving dark every strike could be the difference between life and death. Once per turn when you miss with a weapon attack, you can add one roll of your Quarry Die to your attack roll, possibly turning your miss into a hit. In addition, your darkvision has improved, and allows you to see through both magical and nonmagical darkness.

Elemental Breath (Drake Guard)

You and your Companion can directly channel the elemental power of its Essence. As an action, you, or your Companion, can exhale a 30-foot cone of elemental breath. Creatures in that area must make a Dexterity saving throw against your Ranger Spell save DC. Creatures take 8d6 Essence damage on a failed save, and half as much damage on a success. You and your Companion can use this feature a combined number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again.

Mythic Companion (Drake Guard)

Your bond with your Companion has unlocked its true power. As an action, your Companion can change its size, choosing to be Small, Medium, or Large. If it is Large in size, its flying speed is no longer halved while it bears you as its rider. Also, once per turn when you command your Companion to attack, it can make two attacks instead of one. Finally, the damage of Elemental Breath increases to 10d6 damage.

Faerie Guardian (Fey Wanderer)

You can call support from the otherworldly courts of the fey. You can cast conjure fey without its material components. Also, when you cast conjure fey, you can cast it so that it does not require concentration, but its duration is reduced to 1 minute. You can only do so once per long rest.

Horde Breaker (Hunter)

You are able to cut your chosen prey down as blades of grass. You gain the features listed below, each of which can be used as an action on each of your turns. You must be wielding the correct weapon in order to use the corresponding feature:

Volley. Choose a point you can see within the normal range of a ranged weapon you are wielding. You can make a ranged weapon attack against creatures of your choice within 10 feet of that point. You must have ammunition for each target, and you must make a separate attack roll for each as normal.

Whirlwind. You make a melee weapon attack against any number of creatures within the reach of a melee weapon you are wielding, making a separate attack roll for each creature.

Monster's Nemesis (Monster Slayer)

Your hatred for evil empowers your weapons. Your weapon attacks against your Quarry treat its damage immunities as resistances, and ignore any damage resistances it has. Moreover, when your Quarry misses you with an attack or you succeed on a saving throw it forced you to make, you can use your reaction to make a single weapon attack against it.

Empowered Strikes (Planar Warden)

Your ability to move between the planes has improved. If you use Ethereal Step and attack at least two different creatures with that action, you can make one additional attack as part of that Attack action against a third creature. In addition, when you use Ethereal Step and then make an attack, you can choose for your attack to deal force damage.

Spellbane (Spellbreaker)

You are an unparalleled hunter of mages. Whenever you hit your Quarry with a weapon attack, you can expend a spell slot of 1st-level or higher to deal bonus force damage equal to one roll of your Quarry Die per level of the spell slot. Also, whenever you cast counterspell or dispel magic, you can add a roll of your Quarry Die to the ability check.

Greater Swarm (Swarm Keeper)

Your swarm has grown vastly in both numbers and in power. Your Quarry has disadvantage on saving throws against your Symbiotic Swarm features. Your Symbiotic Swarm features also gain the following additional benefits:

Biting Assault. On a failed save, the creature is poisoned until the start of your next turn in addition to the damage.

Harrying Horde. On a failed save, the creature is knocked prone at the end of this forced movement.

Swarm Step. After you move, you also gain the benefits of half cover until the beginning of your next turn.

Nivel 15

Deadly Counter (Deep Stalker)

You can manipulate the shadows to distract your foes. When a creature you can see targets you with an attack roll, you can use your reaction to cloak yourself in shadows and impose disadvantage on its attack roll. If this reaction causes the attack to miss, you can make a weapon attack against your attacker as part of the same reaction. If you are in dim light or darkness when you make this special attack, you have advantage on your attack roll.

Mirthful Step (Fey Wanderer)

You can teleport through the Fey realm. You can cast misty step without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you cast misty step, you can touch a willing creature within 5 feet and teleport it along with you. It reappears in an unoccupied space within 5 feet of where you reappear.

Ruthless Focus (Hunter)

Your deadly skills rival those of the great hunters of legend and myth. You add your Wisdom modifier (minimum of +1) to all weapon attack rolls you make against your Quarry.

Ruthless Counter (Monster Slayer)

You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block, you can make a single weapon attack against it as a reaction. On hit, your Quarry must succeed on a Wisdom saving throw against your Spell save DC, or its spell, teleport, or other ability is thwarted and fails to take effect. When you use this feature and your attack hits, you can choose to instantly end the effects of Ranger's Quarry to cause the creature to automatically fail its Wisdom saving throw.

Ethereal Defense (Planar Warden)

You can partially phase out of your current plane to resist the assaults of your foes. When you take damage from an attack or spell that you can see, you can use your reaction to grant yourself resistance to the damage of that attack for this turn.

Mantle of the Master (Spellbreaker)

Your Spellbreaker training has reached its pinnacle. You are resistant to damage from spells and all other magical effects so long as you are not unconscious or incapacitated.

Reflect Spell (Spellbreaker)

Your training allows you to strike spells from the weave. You can cast absorb elements at will as if you cast it at 1st-level. After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount.

One with the Swarm (Swarm Keeper)

You can fade into your swarm to avoid danger. When you take damage from a source you can see, you can use your reaction to become one with your swarm and give yourself resistance to that instance of damage. You and your swarm then teleport to an unoccupied space you can see within 30 feet. You can use this special reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use this special reaction again.

Swarm Master (Swarm Keeper)

You have become one with your swarm, and can command it with only your mind. You can cast one of your Swarm Keeper Spells without expending a spell slot or requiring the normal components, instead relying on your swarm to produce it. Once you use this feature to cast a Swarm Keeper Spell in this way, you must finish a short or long rest before you can call on your swarm in this way again.

Nivel 18

Feral Senses (Upgrade)

When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.

Nivel 20

Foe Slayer

You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If the attack reduces the creature to 50 hit points or fewer, it must succeed on a Constitution saving throw against your Spell save DC or instantly be reduced to 0 hit points.

Traits

Ranger

As the graying man made his way through the underbrush of the forest his faded green cloak made him nearly invisible. The monstrously large troll he had been stalking through the night had finally stopped to rest. As the great brute lay down to sleep, the silent green shape emerged from the trees to snuff out the life of the hideous monster. As the massive blue dragon descended upon the small town, a small half-elven man rolled out of the path of a blast of lightning. With the small hairs on the back of his neck still standing up from the residual electricity, the practiced hunter nocked an arrow and let it fly in the direction of the terrible beast. As the dart struck, the dragon let out a horrible roar and plummeted to the ground landing in a broken heap. As the fearsome owlbear lumbered toward the tiny hamlet that she called home, a small halfling whistled to her companion in the brush. At her signal, a giant dog that seemed to be more fur than anything else leaped out from hiding and stood defiantly in front of the owlbear. Distracted by her partner, the owlbear was caught completely unawares by the diminutive ranger. Once their foe was unconscious, the halfling and her dog released the owlbear miles away where it could live without menacing the town they protected. All three of the adventurers described here are considered Rangers, wild wanderers, and defenders of the natural world.

Defenders of Balance

Rangers spend their lives between two worlds. On one hand, they stand as guardians of civilization, protecting those who dwell on the edges of society. On the other, rangers are expert survivalists, deeply acquainted with the flora and fauna of the natural world. Rangers protect the balance between society and the wilderness. When a wild creature wanders from its natural habitat, Rangers will track it down before it can harm innocent farmers and travelers. When people encroach upon the wilderness, Rangers will push back against industry and expansion that doesn't respect the natural balance. Rangers dedicate their lives to guarding the places where civilization and the wilderness meet, never fully joining either of the worlds that they spend their lives defending.

Prepared For Anything

Ready to face any challenge, Rangers are survivalists at their core. The wilderness is a harsh place, and those who cannot adapt to their surroundings die. In the wild, Rangers learn to be adaptable. Drawing on their knowledge of the natural world, their connection to primal magic, and the skills passed down to them by their mentors, there is rarely a challenge a Ranger cannot overcome with enough time to prepare. Each Ranger has their own philosophy on how they fit into the interconnected web that is the natural world. Some view themselves as apex predators, using their marital skills and ruthless hunting abilities to keep the wild in line. Others see themselves as humble servants of the natural world.

Creating Your Ranger

Consider the nature of your Ranger's training. Did you train with a mentor, wandering the wilds together, learning all you could? Or did you forge your primal connection to the natural world on your own? What is it that motivates your Ranger? Do you have a vendetta against a certain type of monster? Are you a warrior of the wild who feels more comfortable in the silence of the forest than in city streets or sleepy towns? No matter their origin, almost all Rangers take up a life of adventuring to impart their knowledge of the wild to the next generation. Often, in their later years, these wild warriors will take on an apprentice, passing on all their knowledge so that the safety of the wilderness is secured for years to come.

Quick Build: You can make a Ranger quickly by using these suggestions: First, make Dexterity your highest ability score, followed by your Wisdom. Second, choose the Outlander background.