Ranger

Subclasses:

A Wandering Warrior Imbued with Primal Magic

Core Ranger Traits

Primary Ability

Dexterity and Wisdom

Hit Point Die

D10 per Ranger level

Saving Throw Proficiencies

Strength and Dexterity

Skill Proficiencies

Choose 3: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival

Weapon Proficiencies

Simple and Martial weapons

Armor Training

Light and Medium armor and Shields

Starting Equipment

Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7GP; or (B) 150GP

Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to their connection with nature, Rangers can also cast spells that harness primal powers of the wilderness. A Ranger's talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.

Becoming a Ranger ...

As a Level 1 Character

As a Multiclass Character

Ranger
Level Proficiency Bonus Features Max Prepared Spells Favored Enemy --Spell Slots per Spell Level--
1st 2nd 3rd 4th 5th
1 +2 Favored Enemy*, Spellcasting, Weapon Mastery 2 2 2 0 0 0 0
2 +2 Fighting Style, Deft Traveler 3 2 2 0 0 0 0
3 +2 Natural Explorer, Primal Awareness 4 2 3 0 0 0 0
4 +2 Ability Score Improvement, Martial Versatility 5 2 3 0 0 0 0
5 +3 Extra Attack 6 3 4 2 0 0 0
6 +3 Roving 6 3 4 2 0 0 0
7 +3 Vanish 7 3 4 3 0 0 0
8 +3 Ability Score Improvement, Invigorate 7 3 4 3 0 0 0
9 +4 Wilderness Survival* 9 4 4 3 2 0 0
10 +4 Tireless 9 4 4 3 2 0 0
11 +4 10 4 4 3 3 0 0
12 +4 Ability Score Improvement 10 4 4 3 3 0 0
13 +5 Singular Focus 11 5 4 3 3 1 0
14 +5 Posthaste, Nature's Veil 11 5 4 3 3 1 0
15 +5 Feral Senses 12 5 4 3 3 2 0
16 +5 Ability Score Improvement 12 5 4 3 3 2 0
17 +6 Precise Hunter 14 6 4 3 3 3 1
18 +6 Preternatural Counter 14 6 4 3 3 3 1
19 +6 Ability Score Improvement 15 6 4 3 3 3 2
20 +6 Foe Slayer 15 6 4 3 3 3 2

Class Features

Level 1: Favored Enemy*

You always have the Hunter's Mark spell prepared. You do not have to Concentrate on the Hunter's Mark once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast this spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

Foundry Note

At this level in Ranger you will be granted the Hunter's Mark spell automatically, but you will need to edit it to remove the Concentration requirement.

Level 1: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list.

Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace on spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.

When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class features table.

Level 2: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.

Level 2: Deft Traveler

Thanks to your travels, you gain the following benefits.

Expertise. Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in these skills.

Languages. You know two languages of your choice.

Level 3: Natural Explorer

You are particularly skilled at adjusting to your surroundings. While traveling for an hour or more, you gain the following benefits:

Level 3: Primal Awareness

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you do not already know them, as shown in the Primal Awareness Spells table. These spells do not count against the number of Ranger spells you know.

Primal Awareness Spells
Ranger LevelSpell
3rdSpeak with Animals
5thBeast Sense
9thSpeak with Plants
13thLocate Creature
17thCommune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you cannot do so again until you finish a Long Rest.

Level 4: Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a Fighting Style you know with another Fighting Style available to Rangers. This replacement represents a shift of focus in your martial practice.

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Roving

Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed, and your movement cannot be slowed by Difficult Terrain.

Level 7: Vanish

You can use the Hide action as a Bonus Action on your turn. Also, you cannot be tracked by nonmagical means, unless you choose to leave a trail.

Level 8: Invigorate

If you have no more than half of your Hit Points left you can take a magic Action to expend a Hit Die to regain Hit Points. If the target of your Hunter's Mark spell is within range of a weapon you are wielding or your Unarmed Strike then you can make one attack with that weapon or Unarmed Strike as part of the same action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Level 9: Wilderness Survival*

Your proficency bonus is doubled for any ability check you make that uses your Herbalism kit, and you can use your Herbalism kit in place of a Healer's kit or Poisoner's kit.

Additionally, you have advantage on Saving Throws to avoid or end diseases and the Poisoned condition, and you have Resistance against Poison damage. If you already have resistance against Poison damage then you become immune.

Foundry Note

This includes two active effects for Poison resistance and immunity. Activate the appropriate ones and deactivate the others.

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d10 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 13: Singular Focus

Attack rolls made against a target makred with your Hunter's Mark have their Critical Hit threshold expanded by one.

Level 14: Posthaste

When you use your action to take the Dash action, you can move your Speed an additional time. You may make a single weapon attack or Unarmed Strike as part of that action.

Level 14: Nature's Veil

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15: Feral Senses

You gain Blindsight to a range of 30 feet.

Level 17: Precise Hunter

You have advantage on attack rolls against the creature currently marked by your Hunter's Mark.

Level 18: Preternatural Counter

The first time on each turn you are a target of an attack or hostile spell, roll a D20 to determine whether the attack or hostile spell fails to connect to you.

You must roll lower than your Proficiency Bonus + Wisdom modifier (minimum of 1) to cause the attack or hostile spell to have no effect on you.

Level 20: Foe Slayer

You become an unparalleled threat to your enemies. When you take the Attack action on your turn, you can attack a number of times equal to your Wisdom modifier. 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.

Additionally, you regain 1 expended use of Foe Slayer each time you roll a 20 on the d20 roll for a weapon attack.

Subclasses

Beast Master

Bond with a Primal Beast

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

Level Features
3 Beast Master Magic, Primal Companion, Companion's Bond
7 Exceptional Training
11 Bestial Fury
15 Share Spells

Level 3: Beast Master Magic

When you choose this subclass, you gain an additional spell which is always prepared for you when you reach certain levels in this class, as shown in the Beast Master Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Beast Master Spells
Ranger LevelSpell
3rdSpeak with Animals
5thAlter Self
9thRevivify
13thDominate Beast
17thAwaken

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block - Beast of the Land, Beast of the Sea, or Beast of the Sky - which uses your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat. In combat, the beast acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dash, Disengage, Dodge Help, or Hide action, unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can use take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

In addition to the noted usage of your statistics in the companion's Traits and Actions, the following attributes are also affected.

Common
AC13 plus your Proficiency Bonus
PBequals your Proficiency Bonus
SensesDarkvision 60 ft.
Beast of the Land
HP5 plus five times your Ranger level
HD[d8s] equal to your Ranger level
Speed40 ft., Climb 40 ft.
Beast of the Sky
HP4 plus four times your Ranger level
HD[d6s] equal to your Ranger level
Speed5 ft., Fly 60 ft.
Beast of the Sea
HP5 plus five times your Ranger level
HD[d8s] equal to your Ranger level
Speed5 ft., Swim 60 ft.

Level 3: Companion's Bond

While you can see your Primal, if it takes damage you can take a Reaction to give your companion Resistance to the damage.

Additionally, your Primal benefits from your Quarry feature and hunter's mark spell.

Level 7: Exceptional Training

When you take a Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

In addition, whenever it hits with an attack roll and deals damage, it can deal your choice of Force damage or its normal daamge type.

Foundry Note

The Primal Companion's damage roll dialogs will allow you to choose the type of damage. It defaults to your previous choice each time going forward.

Level 11: Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make an additional attack.

Level 15: Share Spells

When you cast a spell targeting yourself, you can also affect your Primal beast with the spell if the beast is within 30 feet of you.

Drakewarden

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

Drakewarden Origin
[[/r d6]]Origin
1You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.
2A secret order of rangers who collect and guard draconic lore taught you their ways.
3A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Level Features
3 Drakewarden Magic, Drake Companion, Draconic Gift
7 Bond of Fang and Scale
11 Drake's Fury
15 Perfected Bond

Level 3: Drakewarden Magic

When you choose this subclass, you gain an additional spell which is always prepared for you when you reach certain levels in this class, as shown in the Drakewarden Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Drakewarden Spells
Ranger LevelSpell
3rdIdentify
5thLevitate
9thFly
13thSecret Chest
17thCircle of Power

Level 3: Drake Companion

You can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you

See its game statistics in the accompanying Drake Companion stat block, which uses your Proficiency Bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

The drake is friendly to you and your companions and obeys your commands.

The Drake in Combat. In combat, the drake acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dash, Disengage, Dodge Help, or Hide action, unless you take a Bonus Action on your turn to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the incapacitated condition, the drake can take any action of its choice.

Resummoning the Drake. The drake remains until it is reduced to 0 Hit Points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you cannot do so again until you finish a Long Rest, unless you expend a spell slot of 1st level or higher to summon it.

Level 3: Draconic Gift

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits.

Thaumaturgy. You learn the thaumaturgy cantrip, which is a Ranger spell for you.

Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.

Level 7: Bond of Fang and Scale

The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a Fly Speed equal to its Speed. Your drake companion can take the Help or Hide Action (no action required by you) and it cannot be tracked by nonmagical means, unless it chooses to leave a trail.

In addition, while your drake is summoned, you and the drake gain the following benefits.

Drake Mount. The drake grows to Medium size, and it's Hit Die become d8s. Reflecting your special bond, you can use the drake as a mount only for you if your size is Medium or smaller. While you are riding your drake, it cannot use the Fly Speed of this feature.

Magic Fang. The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence, and it's attacks now can deal Force or Piercing damage.

Resistance. You gain Resistance to the damage type chosen for the drake's Draconic Essence.

Level 11: Drake's Fury

You can take a Magic action to exhale the draconic energies within you much like a dragon's breath weapon. Choose Acid, Cold, Fire, Lightning, or Poison damage (your choice does not have to match your drake's Draconic Essence). When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. You can choose the area of your breath weapon to be a 5 by 30 ft. line or 15 ft. cone each time you use the feature.

The DC for this saving throw equals 8 plus your Wisdom modifier plus your Proficiency Bonus. A creature takes a number of d6s equal to half your Ranger level in damage on a failed save, and half as much damage on a successful one.

Starting 15th level, your drake companion can also use this breath weapon.

Once you (or starting at 15th level your drake) use this feature, you cannot do so again until you finish a Long Rest, unless you expend a spell slot of 3rd level or higher to use it again.

Level 15: Perfected Bond

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits.

Empowered Bite. The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage), and your drake companion benefits from your Quarry feature and hunter's mark spell.

Large Drake. The drake grows to Large size, and it's Hit Die become d10s. When you ride your drake, it is no longer prohibited from using the Fly Speed of Bond.

Reflexive Resistance. When either you or the drake takes damage while you are within 30 feet of each other, you can take a Reaction to give yourself or the drake Resistance to that instance of damage.

Fey Wanderer

Wield Fey Mirth and Fury

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Level Features Dreadful Strike Damage
3 Fey Wanderer Magic, Dreadful Strikes, Otherworldly Glamour 1d4
7 Beguiling Twist 1d4
11 Binding of Emotions 1d6
15 Misty Wanderer 1d6

Level 3: Fey Wanderer Magic

When you choose this subclass, you gain an additional spell which is always prepare for you when you reach certain levels in this class, as shown in the Fey Wanderer Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a ranger spell for you even if it does not appear on the ranger spell list.

Fey Wanderer Spells
Ranger LevelSpell
3rdCharm Person
5thMisty Step
9thDispel Magic
13thDimension Door
17thMislead

Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic drawn from the gloomy hollows of the Feybinds. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach Ranger level 11.

Additionally, the damage type from your Hunter's Mark can be Psychic if you choose.

Level 3: Otherworldly Glamour

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Level 7: Beguiling Twist

The magic of the Feybinds guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw to avoid or end the Charmed or Frightened condition, or ends the Charmed or Frightened condition on themself, you can take a Reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target is Charmed or Frightened by you (your choice) for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Binding of Emotions

Emotions are akin to reality in the Feybinds to those who learn to use them as such. Creatures effected by your hunter's mark have Disadvantage on saving throws they make to avoid or end the Charmed or Frightened condition against them.

When you deal damage to a Charmed or Frightened target you can roll an additional Dreadful Strikes and hunter's mark damage die for each.

In addition, when a creature fails their saving throw against your Beguiling Twist you can choose to apply the restrained condition while they are Charmed or Frightened in this way. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 15: Misty Wanderer

You can slip in and out of the Feybinds to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Gloom Stalker

Draw on Shadow Magic to Fight Your Foes

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Level Features Dreadful Strike Damage
3 Gloom Stalker Magic, Dread Ambusher, Umbral Sight 2d6
7 Iron Mind 2d6
11 Stalker's Flurry 2d8
15 Shadowy Dodge 2d8

Level 3: Gloom Stalker Magic

When you choose this subclass, you gain an additional spell which is always prepared for you when you reach certain levels in this class, as shown in the Gloom Stalker Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a ranger spell for you even if it does not appear on the ranger spell list.

Gloom Stalker Spells
Ranger LevelSpell
3rdDisguise Self
5thRope Trick
9thFear
13thGreater Invisibility
17thSeeming

Level 3: Dread Ambusher

You have mastered the art of the creating fearsome ambushes, granting you the following benefits.

Ambusher's Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.

Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.

Foundry Note

This feature includes an Active Effect which automatically adds your Wisdom modifier to your Initiative roll.

The Dreadful Strike activity includes the additional damage and tracks your limited number of uses. Its damage will automatically increase when you gain the Stalker's Flurry feature.

The Ambusher's Leap activity includes an Active Effect that can be used to increase your Speed by 10 feet.

Level 3: Umbral Sight

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Level 7: Iron Mind

You have honed your ability to resist mind-altering powers. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Level 11: Stalker's Flurry

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.

Level 15: Shadowy Dodge

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. When a creature makes an attack roll against you and does not have Advantage on the roll, you can take a Reaction to impose Disadvantage on it. You must use this feature before you know the outcome of the attack roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

If the creature misses the attack after you take this Reaction, your hunter's mark deals an additional die of damage until the end of your next turn.

Horizon Walker

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse - especially benevolent dragons, fey, and elementals - that work to preserve life and the order of the planes.

Level Features
3 Distant Strike, Horizon Sight, Horizon Walker Magic
7 Ethereal Step
11 Planar Warrior
15 Spectral Defense

Level 3: Distant Strike

You gain the ability to pass between the planes in the blink of an eye. When you make a weapon attack or Unarmed Strike, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you take the Attack action and attack at least two different creatures, you can make one additional attack with it against a third creature.

Level 3: Horizon Sight

You gain the ability to magically sense the presence of a planar portal. You gain the following features.

Portal Detection. As a Magic action, you detect the distance and direction to any planar portal, magical rift, tear in reality, or similar event within 1 mile of you. You sense each such planar event separately.

Detect Magic. Alternatively, you can cast the Detect Magic spell without expending a spell slot.

You can use either of this features a number of times equal to your Proficiency Bonus. When you finish a Long Rest, you regain all expended uses.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Level 3: Horizon Walker Magic

When you choose this subclass, you gain an additional spell which is always prepare for you when you reach certain levels in this class, as shown in the Horizon Walker Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Horizon Walker Spells
Ranger LevelSpell
3rdProtection from Evil and Good
5thMisty Step
9thHaste
13thBanishment
17thTeleportation Circle

Level 7: Ethereal Step

You learn to step through the Ethereal Plane. As a Bonus Action, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Planar Warrior

You learn to draw on the energy of the multiverse to augment your attacks.

Whenever you maintain Concentration on a spell of 1st level or higher the first creature you hit on each of turn with a weapon attack or Unarmed Strike it takes additional Force damage equal to the weapon or Unarmed Strike damage die.

Additionally, the first time you deal damage to the target of your Hunter's Mark spell on each turn with a weapon attack or Unarmed Strike it takes additional Force damage equal the weapon or Unarmed Strike damage die.

Level 15: Spectral Defense

Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage, you can take a Reaction to give yourself Resistance to all of that damage on this turn.

Hunter

Protect Nature and People from Destruction

You stalk prey in the wilds and elsewhere, using your abilities as a Hunter to protect nature and people everywhere from forces that would destroy them.

Level Features
3 Hunter Magic, Thrill of the Hunt, Hunter's Prey, Hunter's Lore
7 Defensive Tactics
11 Prey Seeker, Superior Hunter's Prey
15 Hunter's Ward

Level 3: Hunter Magic

When you choose this subclass, you gain an additional spell which is always prepare for you when you reach certain levels in this class, as shown in the Hunter Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Hunter Spells
Ranger LevelSpell
3rdExpeditious Retreat
5thSee Invisibility
9thNondetection
13thGreater Invisibility
17thAntilife Shell

Level 3: Thrill of the Hunt

Nothing gets you as excited or focused as hunting. Once on each of your turns, you can add your Wisdom modifier (minimum of 1) to the attack roll or the damage roll of an attack you make against one creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Level 3: Hunter's Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon attack or Unarmed Strike, the target takes an extra weapon or Unarmed Strike die of damage if it is below its Hit Point maximum. You can deal this extra damage only once per turn.

Horde Breaker. Once on each of your turns when you make a weapon attack or Unarmed Strike, you can make another attack with the same weapon or Unarmed Strike against a different creature that is within 5 feet of the original target and within range of your weapon or Unarmed Strike.

Giant Killer. When a Large or larger creature within 5 feet of you makes an attack roll against you, you deal an additional weapon die or Unarmed Strike die of damage with weapon attacks or Unarmed Strikes against that creature on your next turn.

Level 3: Hunter's Lore

You can call on the forces of nature to reveal the certain strengths and weakness of your prey. While a creature is marked by your Hunter's Mark, you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with another one.

Escape the Horde. Opportunity Attacks have Disadvantage against you.

Multiattack Defense. When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.

Steel Will. You are immune to the Frightened condition.

Foundry Note

The Multiattack Defense activity includes an Active Effect which can be used to track a creature that has Disadvantage against you but it does not automate the effect.

This feature includes an Active Effect for Steel Will that gives you immunity to the Frightened condition, you must enable it when you select this feature.

Level 11: Prey Seeker

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with another one.

Volley. When you take the Attack action, you can make ranged attacks against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. When you take the Attack action to make a melee weapon attack or Unarmed Strike, you may make additional weapon attacks or Unarmed Strikes against any number of creatures within your reach. When you perform these additional attacks on this turn they must all be against different targets.

Level 11: Superior Hunter's Prey

Once per turn when you deal damage to a creature marked by your Hunter's Mark, you can also deal that spell's extra damage to a different creature that you can see within 30 feet of the first creature.

Level 15: Hunter's Ward

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with another one.

Predacious Evasion. You have Advantage on saving throws against spells, unless you have the Incapacitated condition. If the spell allows you to make a saving throw to take only half damage you instead take no damage if you succeed on the saving throw, and only half the damage if you fail.

Stand Against the Tide. When you are adjacent to more than one enemy, you have Resistance to the damage those enemies deal.

Undaunting. While you have more than 0 Hit Points, you cannot have the Incapacitated condition unless you choose to.

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Level Features
3 Monster Slayer Magic, Slayer's Mark, Occult Analysis
7 Supernatural Defense
11 Magic-User's Nemesis
15 Slayer's Counter

Level 3: Monster Slayer Magic

You choose this subclass, you gain an additional spell which is always prepare for you when you reach certain levels in this class, as shown in the Monster Slayer Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Monster Slayer Spells
Ranger LevelSpell
3rdProtection from Evil and Good
5thMirror Image
9thSpirit Guardians
13thBanishment
17thMislead

Level 3: Slayer's Mark

You can focus your ire on one foe, increasing the harm you inflict on it. The first time on each turn that you hit the target of your Hunter's Mark, you roll an additional Hunter's Mark die and add it to the result.

Level 3: Occult Analysis

You gain the ability to peer at a creature and magically discern how best to hurt it. As a Bonus Action, choose one creature you can see within 60 feet of yourself and analyze it. Whenever an analyzed creature fails a D20 Test, you can immediately take a Reaction to make a weapon attack or Unarmed Strike against the creature if it is within range of you. This benefit lasts until you finish a Short or Long Rest.

Additionally, when you analyze a creature, you learn all of its Immunities, Resistances, and Vulnerabilities. If the creature is hidden from Divination magic, you sense that that is the case and that it has no Immunities, Resistances, or Vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a Long Rest.

Level 7: Supernatural Defense

You gain extra resilience against your prey's assaults on your mind and body. Whenever you make a D20 Test against the target of your Hunter's Mark, add 1d6 to your roll.

Level 11: Magic-User's Nemesis

You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can tale a Reaction to try to magically foil it. The creature must succeed on a Charisma saving throw against your spell save DC, or its spell or teleport fails and is wasted.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a Long Rest.

Level 15: Slayer's Counter

You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw, you can take a Reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Level Features Writhing Tide Fly Speed
3 Swarmkeeper Magic, Gathering Swarm, Lingering Swarm
7 Writhing Tide 10
11 Mighty Swarm 15
15 Swarming Dispersal 15

Level 3: Swarmkeeper Magic

When you choose this subclass, you learn the mage hand cantrip if you do not already know it. When you cast it, the hand takes the form of your swarming nature spirits.

Furthermore, you gain an additional spell which is always prepared for you when you reach certain levels in this class, as shown in the Swarmkeeper Spells table.

These spells do not count against the number of spells you can prepare each day. The spell counts as a Ranger spell for you even if it does not appear on the Ranger spell list.

Swarmkeeper Spells
Ranger LevelSpell
3rdFaerie Fire
5thWeb
9thGaseous Form
13thArcane Eye
17thInsect Plague

Level 3: Gathering Swarm

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you are alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Swarm Appearance
d6Appearance
1Swarming insects
2Miniature twig blights
3Fluttering birds
4Playful pixies
5Tiny jellyfish
6Flickering wisps

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack.

Swarm Lash. Immediately after dealing damage to a target of your hunter's mark, you can target a second creature you can see within 30 feet of the first creature. The second target takes 1d6 piercing damage plus your hunter's mark damage as your swarm lashes out.

Push. The attack's target must succeed on a Strength saving throw against your spell save DC if it is Larger or smaller or be moved by the swarm up to 15 feet horizontally in a direction of your choice.

Reposition. You are moved by the swarm 5 feet horizontally in a direction of your choice.

Level 3: Lingering Swarm

When you cast Hunter's Mark on a creature or deal Hunter's Mark damage to a target, a lingering fragment of your swarm can remain on the creature (no action required). You always know the direction to the to the creature with this fragment as long as it is on the same plane as you.

Your fragment of the swarm lasts until you dismiss it or until you use this feature to apply a fragment to another creature. Your fragment can be dispelled with Dispel Magic, and it is treated as a spell with a level equal to half your ranger level (maximum of 9th level).

Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Level 7: Writhing Tide

As a Bonus Action, you can condense part of your swarm into a focused mass for 1 minute or until you have the incapacitated condition. At the start of each turn you can change how the swarm interacts with your surroundings. You gain the following benefits.

Increased Speed. Your Speed increases by 10 feet, and you can take the Disengage action as a Bonus Action.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.

Fly Speed. You gain a Fly Speed of 10 feet and can hover.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Mighty Swarm

Your swarm grows mightier in the following ways:

Knock Prone. If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.

Swarm Cover. When you are moved by Gathered Swarm, it gives you Half Cover until the start of your next turn.

Increased Fly Speed. Your Fly Speed from Writhing Tide is increased by a number of feet equal to 5 times your Wisdom modifier (minimum of 1).

Level 15: Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can take a 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 yourself, 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.