Remove these ads. Join the Worldbuilders Guild

Ranger


Hit Points

Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Overview & Creation

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.


Class Features

Favored Enemy   Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.   Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.   You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.   When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.   You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.   Favored Foe (Optional)   This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).   The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.   You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.   Natural Explorer   Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.   While traveling for an hour or more in your favored terrain, you gain the following benefits:  

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You choose additional favored terrain types at 6th and 10th level.
  Deft Explorer (Optional)   This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.  
  • Canny (1st Level). Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.
  • Roving (6th Level). Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
  • Tireless (10th Level). As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
  Fighting Style   At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.  
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting   By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.   Spell Slots The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.   Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list.   The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Spellcasting Focus (Optional)   At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.   Primeval Awareness   Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.   Primal Awareness (Optional)   This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.  
Primal Awareness Spells
Ranger Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.   Ranger Conclave   At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Martial Versatility (Optional)   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.   Extra Attack   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Land's Stride   Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.   Hide in Plain Sight   Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.   Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   Nature's Veil (Optional)   This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.   You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.   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.   Vanish   Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.   Feral Senses   At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.   You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.   Foe Slayer   At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
 


Starting Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

 


Subclass Options

Beast Master Conclave
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.   Ranger's Companion   At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.   The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.   If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.   If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.   Primal Companion (Optional)   This 3rd-level feature replaces the Ranger's Companion feature.   You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. 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.   In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one 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 are incapacitated, the beast can take any action of its choice, not just Dodge.   If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.   Exceptional Training   Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Bestial Fury   Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.   Share Spells   Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.  
Fey Wanderer
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, 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.   Dreadful Strikes   At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.   The extra damage increases to 1d6 when you reach 11th level in this class.   Fey Wanderer Magic   Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Fey Wanderer spells
Ranger Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.  
Feywild Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.
Otherworldly Glamour   Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).   In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.   Beguiling Twist   Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.   In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your 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. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.   Fey Reinforcements   At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.   Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.   Misty Wanderer   When you reach 15th level, you can slip in and out of the Feywild 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 you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.  
Gloom Stalker Conclave
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.   Gloom Stalker Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Gloom Stalker Spells
Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming
Dread Ambusher   At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.   At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.   Umbral Sight   At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.   You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.   Iron Mind   By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).   Stalker's Flurry   At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.   Shadowy Dodge   Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.  
Horizon Walker Conclave
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.
Horizon Walker Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.  
Horizon Walker Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Misty Step
9th Haste
13th Banishment
17th Teleportation Circle
Detect Portal   At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.   Once you use this feature, you can't use it again until you finish a short or long rest.   See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.   Planar Warrior   At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.   As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.   Ethereal Step   At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Distant Strike   At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.   If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.   Spectral Defense   At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.  
Hunter Conclave
Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.   Hunter's Prey   At 3rd level, you gain one of the following features of your choice.  
  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
  Defensive Tactics   At 7th level, you gain one of the following features of your choice.  
  • Escape the Horde. Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being frightened.
  Multiattack   At 11th level, you gain one of the following features of your choice.  
  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
  • Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Superior Hunter's Defense   At 15th level, you gain one of the following features of your choice.  
  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
 
Monster Slayer Conclave
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.   Monster Slayer Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Monster Slayer Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster
Hunter's Sense   At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Slayer's Prey   Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.   This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.   Supernatural Defense   At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.   Magic-User's Nemesis   At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.   Once you use this feature, you can't use it again until you finish a short or long rest.   Slayer's Counter   At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the 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.   Gathered Swarm   At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, 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
d4 Appearance
1 Swarming insects
2 Miniature twig blights
3 Fluttering birds
4 Playful pixies
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
  • The attack's target takes 1d6 piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.
  Swarmkeeper Magic   Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.   You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Swarmkeeper spells
Ranger Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague
Writhing Tide   Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Mighty Swarm   At 11th level, your Gathered Swarm grows mightier in the following ways:
  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
  Swarming Dispersal   When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  
Drakewarden
Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the awe inspiring power wielded by dragons.   Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.  
Drakewarden Origin
d6 Origin
1 You studied a dragon’s scale or claw, or a trinket from its hoard, and created your bond through the token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you.
4 You drank a few drops of dragon blood, forever infusing your nature magic with draconic power.
5 An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.
Draconic Gift   At 3rd-level the bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence.   You gain the following benefits:
  • If you can’t already, you learn to speak, read, and write Draconic.
  • You learn the thaumaturgy cantrip, which is a ranger spell for you.
  Drake Companion   At 3rd-level you can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.   The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When 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, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.   In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.   Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.   The drake remains for a number of hours equal to your proficiency bonus, 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.   Bond of Fang and Scale   At 7th-level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury.   While your drake is summoned, you and the drake gain the following benefits:
  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.
  • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
  • The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.
  Drake’s Breath   When you reach 11th-level as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.   This damage increases to 8d6 when you reach 15th level in this class.   Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.   Perfected Bond   At 15th-level your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:
  • The drake grows to Large size.
  • 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).
  • When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.
 
Primeval Guardian Conclave (UA)
Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.   These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.   Guardian Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.  
Primeval Guardian Spells
Ranger Level Spells
3rd Entangle
5th Enhance Ability
9th Conjure Animals
13th Giant Insect
17th Insect Plague
Guardian Soul   Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.   You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
  Piercing Thorns   At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.   Ancient Fortitude   At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum   Rooted Defense   At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.   Guardian Aura   Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.  
Flame Seeker
There is darkness in the world, dwelling beneath the earth, in the ancient forests where few dare to tread, and in the shadowed alleyways of the great cities. Defiance of that darkness is the calling of the flame seeker. You have chosen to walk this path not because you fear the dark, but because you embrace the light. Radiance follows in your footsteps, dances on your blades, and shimmers with every spell you cast. The fire speaks loudly within your heart as you press forwards into the darkness within and beyond civilized lands. It is your task to carry the torch.   Flame Seeker’s Gift   Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown in the table below. The spells count as ranger spells for you, but don’t count against the number of ranger spells you know.  
Ranger Level Spell
3rd burning hands
5th heat metal
9th fireball
13th wall of fire
17th flame strike
Trail Blazer   At 3rd level, your fascination with flame has granted you the ability to wield it. During your turn, you can summon your radiant torch to your open hand without using your action. The radiant torch is a simple melee weapon with the Light property that deals 1d8 fire or radiant damage (your choice). It also sheds bright light in a 30 foot radius and dim light in a 30 foot radius beyond that. You can extinguish or reignite it at will during your turn. If you summon a second torch, the first one vanishes. While you are holding your radiant torch, you can choose to leave behind a 5-foot-wide trail of glorious fire as you move, which lasts until the start of your next turn. For friendly creatures, movement along the trail costs 1 foot for every 2 feet moved. The first time each turn a hostile creature enters this space or when it starts its turn inside, it takes fire or radiant damage (your choice) equal to your Wisdom modifier (minimum 1).   Fire Starter   Also at 3rd level, your dedication to this path teaches you to ward yourself against the darkness. You gain the following benefits:
  • Defy Darkness. You can treat dim light as bright light for the purposes of vision.
  • Warm Comfort. You can use your reaction to reduce fire damage you take by an amount equal to your ranger level.
  • Flaming Soul. You can use your Wisdom modifier in place of your Strength or Dexterity modifier for attack and damage rolls with weapons that deal fire or radiant damage.
  • Molten Steel. Whenever you start your turn within 10 feet of your radiant torch, you can call a mote of flame from it to imbue other weapons you possess. Until the start of your next turn, those weapons deals fire or radiant damage (your choice) instead of their normal damage type.
  • Life in Light. During your turn, you can choose to plant your radiant torch in the ground at your feet. While it is planted, spells you cast of 1st level or higher that target allied creatures within the light of the torch grant the targeted allies temporary hit points equal to half your ranger level.
  Burning Heart   At 7th level, your love of light burns bright within you. You gain proficiency in Constitution saving throws. If you already have this proficiency, you gain proficiency in another saving throw of your choosing. Whenever you make a Constitution saving throw and fail, hostile creatures within 10 feet of you take fire damage equal to your ranger level.   Pure Fury   At 11th level, your dedication to quelling the darkness of the world allows you inspire your allies and terrify your foes. Once per turn when you deal fire or radiant damage to a creature, you can attempt to sear that creature with purifying flame. The creature must make a Wisdom saving throw against your ranger spell save DC. If it fails, until the start of your next turn, the creature is frightened of you and attack rolls targeting it are made with advantage.   Sun’s Salvation   At 15th level, your light sweeps the night away. You can have the light of your radiant torch count as natural sunlight. You can choose to increase the radius of the bright light to 60 feet and the radius of the dim light to a further 60 feet. When a creature attacks you while you are holding your radiant torch, you can use your reaction to unleash a dazzling burst of light. Your attacker must make a Dexterity saving throw against your ranger spell save DC. If they fail, they are blinded until the end of the current turn, potentially imposing disadvantage on their attack.  
Lightkeeper Conclave
Since the dawn of time, mankind has feared the dark. Originating in human society, Lightkeepers are a Ranger conclave dedicated to defending civilization against creatures that lurk in the gloaming. Each nursing a flickering ember, they are the torch that burns against the night, a righteous flame to terrify the monstrous and vile.   Guiding Light   At 3rd level, you learn the Light cantrip. You and creatures that you choose within this light have advantage on saving throws against being frightened. Your weapon attacks deal an additional 1d6 radiant damage to enemies within the light. A creature can only take this extra damage once per turn.   Additionally, you learn new spells at each level based on the table below, which become ranger spells for you and do not count against your maximum spells known.  
Lightkeeper Spells
Ranger Level Spells
3rd Sanctuary
5th Blindness/Deafness
9th Magic Circle
13th Guardian of Faith
17th Holy weapon
Turn the Dark   At 3rd level, you instill fear in dark-lurking creatures. As a bonus action, you brandish a torch or other source of light. Choose a number of creatures with darkvision within 30 feet of you. If they can see you, they must make a Wisdom saving throw. A creature that fails its saving throw is frightened of you for 1 minute. At the end of each of its turns, a creature can repeat its saving throw, ending the effect on a success. Favored enemies make this save with disadvantage.   You can use this ability twice, regaining uses when you complete a short or long rest.   Blinding Strike   At 7th level, you can infuse your strikes with blinding light. Once per turn, when you hit a creature with a weapon attack, you can expend a spell slot to deal an additional 3d6 radiant damage. The creature must succeed on a Wisdom saving throw against your spell save DC or be blinded until the start of your next turn.   Moth to Flame   At 7th level, when you channel your Turn the Dark feature, you can choose to Charm the targets instead. A creature charmed by this feature has disadvantage on Perception checks, and cannot willingly end its turn more than 20 feet from your source of light. The effect ends if the creature takes damage, ends its turn more than 60 feet away from the light, or after 1 minute. A creature rolls its saving throw with advantage if you or your companions are fighting it.   Lightkeeper's Vigil   At 11th level, you have advantage on attack rolls against enemies who enter your Light cantrip's light for the first time.     Additionally, you no longer need to sleep to benefit from a long rest. Instead, you can spend the rest period performing light activities, such as reading or keeping watch, in order to benefit from it.   Sanctuary   At 15th level, when a creature within your Light cantrip's bright light takes damage, you can use your reaction to reduce that damage by 3d6.  
Briar Guard Conclave
As a member of the Briar Guard conclave, you have found a calling in the defense of nature. Just as even the sweetest rose needs thorns for its wellbeing, the Briar Guard do what is necessary to protect the purest beauty the world has to offer, the trees, flowers, and other flora that call it home. It's through that bond with plant life that they gain their powers, calling forth a living fragment of nature to serve as their guidance and ally. The Briar Guard are fearsome on the battlefield, often found defending forests from the steel of axes, or in the service of a nymph or other influential fey.  
Briar Guard Magic 
3rd Summon Sprout, Briar Bond
7th Verdurable
11th Bramble Strike
15th Regrowth
Briar Guard Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Briar Guard Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Briar Guard Spells
Ranger Level Spells
3rd entangle
5th spike growth
9th speak with plants
13th guardian of nature
17th wrath of nature
Summon Sprout   Beginning at 3rd level, you learn to awaken an aspect of nature in physical form. Over the course of a short rest, you can summon forth a sentient plant creature, a sprout, to protect and assist you on your travels. It remains until it dies, or until you use this feature to summon your sprout again, at which point it wilts into dust. It takes the appearance of a small plant of your choice, and uses the statistics of an awakened shrub except for the following changes; its hit point maximum equals four times your ranger level, its AC is equal to your Wisdom score, and it can understand the same languages as you. The sprout obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your sprout acts on its own.   Briar Bond   At 3rd level, as a bonus action while your sprout is within 10 feet of you, you can cause it to vanish and bond with one weapon you are holding. The first time you hit with this weapon on your turn, the target becomes entwined with thorn covered vines until the end of its next turn. If the target willingly moves or makes a weapon attack before then, it immediately takes 1d8 piercing damage and its speed is reduced by 10 feet until the start of its next turn. The sprout reappears in an unoccupied space within 5 feet of the weapon if you start your turn and aren't wielding it, or if you use your bonus action to return your sprout to its normal form.   Verdurable   At 7th level, your fortitude is bolstered akin to the mightiest flora. Whenever you complete a short or long rest, you gain a number of temporary hit points equal to half your ranger level + your Wisdom modifier.   Bramble Strike   At 11th level, you can manifest vicious vines to confound your foes. Once on your turn when you hit with a weapon under the effects of your Briar Bond feature, you can cause a mass of thorny tendrils to lash out from the target. Make a melee spell attack against a creature within 10 feet of the target. On a hit, the target takes an amount of piercing damage equal to 1d10 + your Wisdom modifier and is pulled up to 5 feet directly towards the initial target.   Regrowth   At 15th level, your bond with nature allows you to emulate its tenacity towards harsh conditions. When you take damage, you can use your reaction to begin a burst of rapid healing. At the start of your next turn, if you have at least 1 hit point, you regain a number of hit points equal to half the hit points lost.  
Deepwood Sniper
An arrow flies unerringly from a high mountain aerie, striking a paladin's mount. Expecting only a flesh wound, the knight is stunned to watch his companion crumple to the earth. This unfortunate soul has trespassed into the domain of the deepwood sniper, and he may not make it out alive.   A deepwood sniper is patient, careful, quiet, and accurate. These rangers are stealthy archers whose deadly arrows sail from extreme ranges, trained to lie in wait for their targets and strike without warning or fear of retaliation.   Deepwood Magic   Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deepwood Sniper Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.  
Ranger
Level Spell
3rd Expeditious Retreat
5th Misty Step
9th Clairvoyance
13th Greater Invisibility
17th Far Step (XGTE)
Flawless Aim   At 3rd level, your sight is keen enough to see through the thickest woods, and you can pick out targets with the slightest light. You ignore the disadvantage on Wisdom (Perception) checks imposed by light obscurement. When you make a ranged weapon attack with advantage and both rolls would hit, roll one additional weapon die and add the result to the damage.   As a bonus action, you can give yourself advantage on your next ranged attack roll on this turn. You can do this only if you haven’t moved during this turn, and afterwards, your speed becomes 0 until the end of the turn.   Beyond the Horizon   Starting at 3rd level, your projectiles are more effective at picking off targets from extreme distance. Your normal range for ranged weapons with the two-handed property increases by 20 feet at 3rd level, and again at 7th (40 feet), 11th (60 feet), and 15th (80 feet). Your long range for these weapons increases by 80 feet each time your normal range increases.   While you are wielding a ranged weapon, the range of your hunter's mark spell becomes equal to your normal range for that weapon.   Draw and Withdraw   Starting at 7th level, you strike quickly and escape when your enemies threaten you in close quarters. When you make a melee attack with a weapon, you can forgo one of your attacks this turn to gain the benefit of a Disengage action.   Rapid Target Acquisition   At 11th level, when you reduce a hostile creature to 0 hit points on your turn, you can immediately designate a new target within 30 feet of it, which becomes the target of your hunter's mark or favored foe (if possible).   When you do so, you can make a single ranged attack against the new target as a bonus action. Your weapon’s damage die for this quick-shot is a d4.   Covering Fire   Starting at 15th level, you can use your reaction to make a ranged weapon attack, with disadvantage, in response to a creature you can see making an attack against a creature other than you. If this special attack hits, the creature takes 1d8 piercing damage and has disadvantage on the attack roll.   You must choose to use this ability before the creature makes the attack roll.  
Urban Explorer
Some rangers choose not to live in the wild, but in the heart of civilization. These Urban Explorers learn to fight within these cities and track their enemies through the streets.   Conclave Spells   You gain the following conclave spells at the ranger level listed  
Urban Explorer Spells
Ranger Level Spells
3rd Longstrider
5th Knock
9th Speak with Dead
13th Stone Shape
17th Modify Memory
Dutiful Citizen   At 3rd level, you choose one of the following paths to walk as an urban explorer and gain the respective benefit.  
  • Detective. You gain proficiency in the Investigation skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. When you make an attack against one of your favored enemies or the target of your Hunter’s Mark spell, that creature takes extra damage equal to your proficiency bonus.
  • Surgeon. You gain proficiency in the Medicine skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. When you hit a creature with a weapon attack that you have already hit, the creature takes an extra 1d8 damage.
  • Watchman. You gain proficiency in the Perception skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. If a creature that you can see within 30 feet of you hits one of your allies with an attack, you can use your reaction to make an attack against that creature.
  City Dweller   Also at 3rd level, you gain a climbing speed equal to your walking speed. And you do not take damage when falling from a height of 20 feet or less.   Career Journeyman   At 7th Level you gain a new feature based off of your choice made when you started your path as an urban explorer (if you already have proficiency in the respective tool, you can choose a skill instead).
  • Detective. You gain proficiency with Thieves’ Tools. If a creature you can see attempts a ranged attack against you, you can use your reaction to make a grapple check vs. a creature within 5ft of you to cause the attack roll to be made against them instead.
  • Surgeon. You gain proficiency with Herbalism Kit. If an ally you can see drops to 0 hit points, you can use your reaction to move up to your speed towards that ally.
  • Watchman. You gain proficiency with Navigator’s Tools. You can make a Wisdom (Perception) check as a bonus action on your turn. If you take the ready action to hold an attack, you can make an extra attack as part of the reaction.
Focused Offense   Starting at 11th level, you have learned to attack more quickly. You can make an attack as a bonus action on your turn.   Master of your Field   At 15th Level you gain a new feature based off of your choice made when you started your path as an urban explorer.  
  • Detective. You can as a bonus action, make an Intelligence (Investigation) check (with a DC equal to their CR) against a creature that you can see within 30ft. If you succeed you gain advantage on all attacks made against them until the end of your next turn.
  • Surgeon. You can expend a use of a healer’s kit, consume or give a potion, or cast the spell cure wounds at 1st level as a bonus action on your turn.
  • Watchman. If a creature that you can see attempts an attack roll against you, you can use your reaction to impose disadvantage on the attack. You cannot use this feature if the incoming attack is made with advantage.

 


LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)------
2nd+2Fighting Style, Spellcasting, Spellcasting Focus (Optional)22----
3rd+2Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)33----
4th+2Ability Score Improvement, Martial Versatility (Optional)33----
5th+3Extra Attack442---
6th+3Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)442---
7th+3Ranger Conclave feature543---
8th+3Ability Score Improvement, Land's Stride, Martial Versatility (Optional)543---
9th+4-6432--
10th+4Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)6432--
11th+4Ranger Conclave feature7433--
12th+4Ability Score Improvement, Martial Versatility (Optional)7433--
13th+5-84331-
14th+5Favored Enemy Improvement, Vanish84331-
15th+5Ranger Conclave feature94332-
16th+5Ability Score Improvement, Martial Versatility (Optional)94332-
17th+6-1043331
18th+6Feral Senses1043331
19th+6Ability Score Improvement, Martial Versatility (Optional)1143332
20th+6Foe Slayer1143332

Created by

USNHawser113.

Statblock Type

Class Features

Link/Embed