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through the shadows of trees, hunting the orcs

he knows are planning a raid on a nearby farm.

Clutching a shortsword in each hand, he becomes

a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales. Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he's been tracking and sends the hawk to distract the creature while he readies his bow. 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. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization, such as humanoid raiders, rampaging beasts, monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.



























































































Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first-and possibly the last-line of defense.

The Ranger Level Proficiency Bonus Features Wild Points Hunter's Resolve Die Spells Known 1st 2nd 3rd 4th 5th 1st +2 Hunter's Resolve, Primeval Awareness, Natural Survivor 1 1d4 — — — — — — 2nd +2 Fighting Style, Spellcasting 1 1d4 3 2 — — — — 3rd +2 Ranger Conclave, Aspect of the Hunt 1 1d4 4 3 — — — — 4th +2 Ability Score Improvement, Trailblazer 2 1d4 4 3 — — — — 5th +3 Exta Attack 2 1d4 5 4 2 — — — 6th +3 Favored Enemy, Camouflage 2 1d4 5 4 2 — — — 7th +3 Ranger Conclave feature 3 1d6 6 4 3 — — — 8th +3 Ability Score Improvement 3 1d6 6 4 3 — — — 9th +4 — 3 1d6 8 4 3 2 — — 10th +4 Feral Nature 4 1d6 8 4 3 2 — — 11th +4 Ranger Conclave feature 4 1d6 9 4 3 3 — — 12th +4 Ability Score Improvement 4 1d8 9 4 3 3 — — 13th +5 — 5 1d8 11 4 3 3 1 — 14th +5 Vanish, Favored Enemy Improvement 5 1d8 11 4 3 3 1 — 15th +5 Ranger Conclave feature 5 1d8 12 4 3 3 2 — 16th +5 Ability Score Improvement 6 1d10 12 4 3 3 2 — 17th +6 — 6 1d10 14 4 3 3 3 1 18th +6 Force of Nature 6 1d10 14 4 3 3 3 1 19th +6 Ability Score Improvement 7 1d12 15 4 3 3 3 2 20th +6 Foe Slayer 7 1d12 15 4 3 3 3 2 This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. Creating A Ranger As you create your Ranger character, consider the nature of your training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger's ways? Did you leave your apprenticeship, or was your mentor slain perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? Quick Build You can make a Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background. Class Features As a Ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per Ranger level

Hit Points at 1st Level: 1d10 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies Armor: Light Armor,

Medium Armor, Shields

Weapons: Simple Weapons,

Martial Weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Animal

Handling, Athletics, Insight, Investigation,

Nature, Perception, Stealth, and Survival 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 Hunter's Resolve Your unwavering determination allows you to track prey with extreme precision. Whenever you make a Survival(Wisdom) check to track a creature, you may add a bonus of 1d4 to the roll. This die changes as you gain ranger levels, as shown in the Hunter's Resolve Die column of the ranger table. Primeval Awareness Your mastery of ranger lore allows you to establish a powerful link to the land around you, helping you determine if where you are is a safe place to rest. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any hositle creatures are within 3 miles of you. This reveals the creatures' numbers, general direction, and distance (in miles) from you. You are only able to concentrate on this information for a moment before losing your connection. You may use this feature a number of times per day equal to your Wisdom modifier (Minimum of 1). Natural Survivor You have learned to survive the dangers of the land you hail from. Pick one of the following areas: Arctic, Coast, Desert, Forest, Grassland, Mountain, Ocean, Swamp, or Underdark. Your choice grants you two features, one traveling and one survival, and three different wild attacks. Your access to wild attacks is represented by a number of wild points. Your ranger level determines the amount of wild points you have, as represented in the Wild Points coloumn of the Ranger table. To perform a wild attack you must expend 1 wild point. You regain all expended wild points at the end of a long rest. If a wild attack calls for a save, use your spell save dc. Arctic Feature Description Icy Wanderer While on snow or ice, you may move normally with no reduction to your speed. Thick Skin Your health is increased by an amount equal to the maximum roll of your Hunter's Resolve Die. Wild Attacks Sliding Slice, Freezing Bash, Icy Barrage











































Coast Feature Description Expert Swimmer You may hold your breath for four times the normal duration and you always know the way to the nearest coastline. Seafoam Beauty Your proficiency bonus is doubled for any ability check you make with the Persuasion skill. Wild Attacks Shifting Sands, Seafoam Cover, Storm's Calling Desert Feature Description Dune Strider You and your party are able to move at twice the normal pace while traveling in the desert. Desert's Fortitude You have advantage on Constituion saving throws caused by heat, fire or exhaustion. Wild Attacks Dust Devil, Entomb, Scorching Shots Forest Feature Description Treetop Walker While within wooded terrain, you are able to travel through the treetops with no penalty to speed and may easily travel from tree to tree, using vines if they are available. Grove's Quickness You gain a +5 bonus to your speed. Wild Attacks Dashing Swipe, Viney Grasp, Death from Above

Grassland Feature Description Plains Stalker While in open fields, you gain a +5 bonus to Hide(Stealth) checks. Always Alert You gain a +2 bonus to your passive perception and can remain alert to danger while sleeping. Wild Attacks Burrow, Pounce, Multi-Shot Mountain Feature Description Strong Grip While climbing mountains, your climbing speed is equal to double your walking speed. Lighter Frame You take half damage from falling and gain a +1 bonus to Dexterity saving throws. Wild Attacks Boulder's Might, Smack Down, Gliding Blitz Ocean Feature Description Aquatic Your swimming speed equals your walking speed and you are able to hold your breath for ten times the normal duration. Insulation You gain resistance to cold damage. Wild Attacks Ocean's Fury, Typhoon, Call of the Deep Swamp Feature Description Water Skimmer While dashing, you are able to move atop water, though you fall in if you end your turn over water. Toxic Regeneration You heal for half the damage roll of any attack on you that deals poison damage. Wild Attacks Serpent Strike, Deadly Roll, Nydra's Blessing Underdark Feature Description Low-Light Adaptation While in dim light, you have advantage with Wisdom(Perception) checks, rather than disadvantage. Pscionic Resistance You have advantage on saving throws caused by spells and abilities of a pscionic source. Wild Attacks Smokey Passage, Dark Embrace, Leeching Wound























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. 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. Defense While you are wearing armor, you gain a +1 bonus to AC. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of Nature to cast Spells, much like a druid. 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. You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 Ranger Conclave Once reaching 3rd level, you choose a conclave of Ranger's to join, such as the Beast Masters. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. Aspect of the Hunt Beginning at 3rd level, you are able to intensify your focus on creatures of a specific type. Choose an aspect: Beasts, Fey, Humanoids, Monstrosities, Plants, or Undead. Your first attack with a weapon each round becomes imbued with your hunting spirit, allowing it to deal additional damage with its attack equal to your Hunter's Resolve Die against creatures of your chosen aspect. Additionally, you have advantage on Wisdom (Survival) checks to track your chosen aspect. You are able to switch your chosen aspect by either meditating for at least 1 hour, or by using a bonus action and expending a spell slot of 1st level or higher. 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. Trailblazer At 4th level, you are particularly good at travelling long distances, especially through dangerous and uncharted areas. While travelling, you gain the following benefits: Difficult terrain doesn't slow your group's travel.

Your group can't become lost except by magical means.

When you forage, you find twice as much

food as you normally would.



Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on your turn. Favored Enemy At 6th level, select one of the choices for your Aspect of the Hunt feature to become your favored enemy. You permanently gain the bonuses of the Aspect of Hunt feature for your favored enemy's aspect. You have advantage on Intelligence Checks to recall information about them and may learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Whenever you track a favored enemy using a Wisdom (Surival) check, you can replace any d20 roll with your Wisdom score. Additionally, if you enter combat with a favored enemy, you gain advantage on the initiative roll. You may choose an additional favored enemy at 14th level. Camouflage Starting at 6th level, you are able to masterfully meld into any area using the terrain as cover. When you attempt to hide on your turn, you can opt to not move or make an attack for the rest of that turn and instead try to blend in with your surroundings. If you avoid moving, creatures that attempt to detect you take a penalty to their Wisdom (Perception) checks equal to your Stealth modifier until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are hidden at the start of your turn and do not move or make an attack for the rest of the turn, you can continue to gain this benefit until you are detected.

Feral Nature Upon reaching 10th level, you become a master of emulating the beasts of the wild. You gain the following features: Ambush Specialist After rolling for initiative, if an enemy creature has the surprised condition, you gain a bonus to your initiative roll equal to your Wisdom modifier. Heightened Senses When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. Beast-Speak You gain the ability to speak with beasts. Through sounds and gestures, you can communicate simple ideas to a beast that you can see as an action, during which you may read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Vanish Starting at 14th level, you can use the Hide action as a bonus action on your turn. When you do so, if hostile creatures are within 20 feet of you, you may dash as a free action. Additionally, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Force of Nature At 18th level, you have gathered a vast amount of knowledge pertaining to the land and its inhabitants. You gain advantage on all Nature (Intelligence) skill checks. Additionally, you automatically succeed on Survival (Wisdom) skill checks to determine if an unknown food is ok to consume or to determine the forcast for the next hour. Foe Slayer Beginning at 20th level, you may add your wisdom modifier to your attack rolls and their respective damage rolls. Conclave of Beast Masters The Conclave of Beast Masters is an ancient society of rangers. The members spend most of their time alone in the wild, becoming kin with the beasts that call it home. They have sworn to protect the wilds from the influence of mankind, and those who would cause it harm.





















Animal Companion After reaching 3rd level, you learn the ability to imprint yourself upon a beast and create a powerful bond. The beast must be a juvenile and it may only be one size larger than yourself (Juveniles are considered one size smaller than thier adult counterparts and take 1 year to fully mature). To imprint yourself and effectively tame a beast, perform the following task. Knock the beast unconscious in one on one combat without the use of any weapons, armor, or tools and then spend 1 hour by its side, while attending to its needs.

Such as feeding the beast its favorite food. Your DM might allow you to befriend a beast instead, or gain one's loyalty by saving its life. Work with your DM if you would like a non-violent way to gain your companion. Companion Statistics Once tamed, the beast becomes your animal companion. It instantly becomes a level equal to half your Ranger level rounded down to a minimum of 1. It gains a level whenever you gain an odd ranger level. Its abiliy scores remain the same. Its base maximum health becomes 10 + its constituion modifier. Its AC is equal to 11 + its Dexterity modifier. It retains its speed, and any skills or senses it had before being tamed. Whenever it is brought to 0 hit points or below and is not out right killed by the attack, it is knocked unconscious. It follows the same rules as a player character would while unconscious, and at 0 hit points or below. Its proficiency modifier becomes equal to your own and it gains proficiency in two skills of your choice. It also gains proficiency in all saving throws except Intelligence. For every level above 1, roll to increase its health by an amount equal to its hit die + its constitution modifier. Additionally, you may increase its ability scores by 2 for every Ability Score class improvement you have already gained from the Ranger class. Whenever you gain the Ability Score Improvement class feature in the future, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion also becomes more proficient in combat. It loses any Multi-Attack feature, but retains any attacks it had before taming. It becomes proficient with all of its attacks. It may use either its Strength or Dexterity when calculating totals for its attack and damage rolls. If your companion does not have an attack, create one and use 1d4 as its damage

roll. You may increase the number of damage die rolled for its attacks by 1 at the 6th level. The number of die rolled increases again at 9th and 13th level. Companion Discipline The beast obeys your commands as best as it can. In combat, it takes its turn on your initiative, though it doesn’t take an action unless you command it to. 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, Dodge, or Help action. It will attempt to defend itself if threatened, regardless of your orders. If you are incapacitated or far away from your companion, it will act on its own.















































Companion Leveling As you grow, the respect you are able to demand of your companion grows as well. Your Ranger level grants features to your companion at 6th level, and again at 9th, 13th, and 17th level. Coordination At 6th level, your companion acknowledges you as their true master and always obeys your commands. Once per turn, they may deal additional damage with an attack equal to your Hunter's Resolve Die. Additionally, you can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Pact of Loyalty Starting at 9th level, your companion treats you as one of their kin and will attempt to protect you if you fall unconscious or are disabled, but will not give its own life for yours. Your companion gains advantage on all saving throws you are also involved in and if you are unconscious, your companion will make dexterity saving throws on your behalf. Bestial Nature When you reach 13th level, your companion considers you their best friend. They will protect those you care about up to the point of giving its own life. They may make an additional attack after taking the attack action. One True Master Beginning at 17th level, your

companion regards you as the

most important thing in their

life and will attempt to protect

you if you fall unconscious or

are disabled and even extend

this protection to those you care

deeply for, going as far as giving

its own life in the process. They

now have advantage when making

death saving throws.













































Personality Each companion is unique in their own way. Create a short description of your companion and give them some traits and flaws. Maybe they are extremely timid to strangers and hostile towards people who are affectionate with you. Maybe they love eating and will steal food wehenver possible. You can use one of the options below to help you create your companion. d6 Trait 1 - I’m dauntless in the face of adversity. 2 - Threaten my friends, threaten me. 3 - I stay on alert so others can rest. 4 - People see an animal and underestimate me. I use that to my advantage. 5 - I have a knack for showing up in the nick of time. 6 - I put my friends’ needs before my own in all things. d6 Flaw 1 - If there’s food left unattended, I’ll eat it. 2 - I growl at strangers, and all people except my ranger are strangers to me. 3 - Any time is a good time for a belly rub. 4 - I’m deathly afraid of water. 5 - My idea of hello is a flurry of licks to the face. 6 - I jump on creatures to tell them how much I love them.

Menagerist Beginning at 7th level, you are able to keep a second companion as a pet. Your pet may not participate in combat and must be of size small or smaller. Choose one skill you are proficient with. Your proficiency bonus is doubled for the chosen skill while your pet is within 5 feet of you. Distracting Shot At 11th level, whenever your companion makes an attack on a target you successfully attacked on your previous turn, they gain advantage on their attack roll. Kindred Spirits When you reach 15th level, you and your companion develop a spiritual bond. Whenever you fail or succeed a saving throw, you may half any damage taken as a result of the save and deal that much damage to your companion, and vice versa. Additionally, you and your companion are able to telepathically speak with each other up to a distance of 5 miles. Though, how well your companion is able to communicate is based on their Intelligence score. A score of 8 or higher allows them to form sentences. While a score of 13 or higher allows them to have complex thoughts. Conclave of Monster Hunters The Conclave of Monster Hunters is smaller group of elite rangers who specialize in fighting the largest and most dangerous creatures in existance. The Conclave is led by 3 elder rangers, named the Jaegers. The leaders will assign tasks to the members, such as slaying a rampaging dragon, or stopping an army of ogres. In order to become a Monster Hunter, you will need to have a strong will and an even stronger swing.

















































Monstrous Prey After reaching 3rd level, you may add Giants, Dragons, and Celestials as aspect choices for your Aspect of the Hunt feature. Additionally, you gain one of the following features of your choice. Force of Will Once per turn, if the creature you are making a weapon attack against is immune to the damage of your attack, you may deal damage as if they have resistance to the attack. If they resist the damage, you may deal full damage. Giant Slayer Once per turn, after landing a weapon attack against a large or larger creature, you may deal additional damage equal to your Hunter's Resolve Die. Dual-Strike Once per turn, after 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 the range of your weapon. Steel Will At 7th level, you are immune to the Frightened condition while in combat and while out of combat, you have advantage on saving throws against being frightened or charmed. Hunter's Finale When you reach 11th level, one of the three Jaegers comes to you and teaches you one of the conclaves most powerful techniques. You gain one of the following features of your choice.

Execute If you deal damage to a creature and they are under 50 hitpoints, you may have the creature make a Constitution saving throw. You may instantly kill the creature as a bonus action if they fail the saving throw. After using this feature, you gain advantage on your next attack roll. Ungodly Might You may now weild two-handed weapons in one hand and remove the heavy property from any weapon you are weilding. Additionally, when contesting a strength check with your own strength check, you gain a +5 bonus to your check. Horde Breaker You can use your attack action to make weapon attacks against a large number of creatures. If you use a melee weapon, you may make a melee weapon attack against every creature within 15 feet of you. You must have the necessary speed to get in range for each attack, as normal, and you make a sperate attack roll for each target. If you use a ranged weapon, you must pick a point within the weapons maximum range and you may make a ranged weapon attack against any number of creatures within 15 feet of that point that you can see. You must have ammunition for each target, as normal, and you make a seperate attack roll for each target. Colossal Understanding Beginning at 15th level, you are able to predict the attacks of huge or larger creatures. When a creature of this size makes a melee attack against you, they have disadvantage on their attack roll. Also, if they subject you to a dexterity saving throw as the result of an attack such as a red dragon's fiery breath or a Lightning Bolt spell, you have advantage on the saving throw.



























































Conclave of Predators The Conclave of Predators is a secretive cult of rangers. Known simply as Predators, rangers in this conclave allow the savagery of nature to overtake them and become one with the predators of their environment. They are extremely dangerous and seeing one in person is seen as a bad omen. You will mostly find predators where their natural counterparts reign supreme, such as deep in the forests, far into the feywild or entrenched in the slums of major cities. In for the Kill After reaching 3rd level, you are much more adept at tracking your prey and finishing your kills. Whenever you attempt to track a creature, you may double your Wisdom modifier when adding it to your Wisdom (Survival) check. Additionally, once per turn, if you make an attack against a creature who is below its hitpoint maximum and you have already made a successful attack against them this turn, you may make an unarmed strike against them as a free action. At 6th level, if the creature you are attacking is a favored enemy, you may add a Hunter's Resolve Die to the damage of the unarmed strike granted by this feature. Beast of Prey At 7th level, you permanently evovlve traits like the predators and prey that you specialize in. You gain one of the following features based on your favored enemy. You may only gain access to one of these features, even if you gain an additional favored enemy.











































Bestial Visage If your favored enemy is beasts, you grow sharp claws and 2 large fangs protrude from your mouth. Your unarmed strike damage is increased to 2d6+2 and the damage is changed to slashing. Additionally, you gain +10 speed, +1 AC, and a bonus to your passive perception and perception checks equal to your wisdom modifier. Charming Presence If your favored enemy is fey, you grow a prehensile tail and antlers sprout from your head. You are now able to access the magic of the feywild to charm unwitting creatures. You learn the spell Charm Person and may cast it at will, without expending a spell slot. Assassin's Wit If your favored enemy is humanoids, you give off an uneasy presence and your eyes seem to crack with lightning. You are able to stay unnaturally calm while killing other creatures. You gain a bonus to all attack rolls equal to your charisma modifier. Mythic Strength If your favored enemy is monstrosities, your body grows one size larger and you grow a second pair of arms. You have advantage on all strength saving throws and you may double your Strength score when it is being applied to damage rolls. Greenshape If your favored enemy is plants, you gain the ability to transform sunlight into food and energy. Also, your skin becomes barbed and tough like bark, raising your AC by 2. You also learn the spell Hail of Thorns and may cast it at will, without expending a spell slot. Reaper's Calling If your favored enemy is undead, your eyes glow green and give off a slight mist. You are now able to see into the ethereal plane at will. Additionally, your weapon attacks gain a bonus to their damage rolls equal to your wisdom modifier as Necrotic and are able to hit creatures in the ethereal plane.









































Leader of the Pack Beginning at 11th level, you become the alpha to a pack of creatures. The creatures that may be part of your pack are determined by your favored enemy. For example, if beasts are your favored enemy, each creature in your pack must be a beast. You choose 2 creatures with a CR of equal to or less than one third your ranger level rounded down. The chosen creatures become your pack, and gain the following benefits. In combat, they take their turns on your initiative, though they don’t take an action unless you command them to. On your turn, you can verbally command each member of the pack where to move (no action required by you). Once per turn, as a free action, you can verbally command each pack member to take the Attack, Dash, Disengage, or Dodge action, though they lose any Multi-Attack feature if they have one. You may have them cast a spell if they know one. Any pack member will attempt to defend itself if threatened, but will always obey your orders. If you are incapacitated they will try to protect you and if you or your pack get seperated, they will attempt to return to the your side, at all costs. All members of your pack are now considered true neutral and will obey your commands as best as they can. If a pack member is killed during combat, it is permanently killed. After a long rest, you may call in replacement creatures for your pack, which appear by your side during within 10 minutes after the rest is complete. Any living pack members who are being replaced regain their old allignment and are freed from your control, yet they still consider you as a friend. Blood Frenzy When you reach 15th level, you have earned the title of Apex-Predator and are able to go on blood frenzies. When you kill a creature with a weapon attack you regain 1d8 hitpoints and gain an additional attack action for the rest of the turn. Also, your next unarmed strike this turn is guarenteed to critically hit. You may use this feature a maximum of 5 times per turn and if you reach 5 times, you go into a mad frenzy for the next minute. While in a mad frenzy, you gain an additional bonus action on your turn, but your intelligence score becomes 6.

Conclave of Horizon Walkers The Conclave of Horizon Walkers is a magical brotherhood of rangers who 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 with each other and to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes. Planar Warrior Starting 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. Whenever you hit that creature with a weapon attack for the rest of your turn, all damage dealt by the attack becomes force damage, and the creature take extra force damage from the attack equal to one of your Hunter's Resolve Die. Additionally, if a creature traveled through a planar portal within the last hour, you gain advantage on your attack rolls against it. Detect Portal After reaching 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.





















































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 your turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Distant Strike Beginning at 11th level, you gain the ability to pass between the planes in a blink of an eye. Whenever you make an attack, you can teleport up to 10 feet before making the 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 When you reach 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. Conclave of Primeval Guardians The Conclave of Primeval Guardians are connected to nature more so than other rangers. Rangers who belong to this conclave are actually blessed by mother nature herself. Their access to magic is enhanced by this connection to nature, allowing them to cast much more powerful spells and abilities. They use this power to protect nature and its inhabitants with steadfast determination. This protection normally extends to their allies and every party is lucky to have one of these rangers in their group.

Guardian Magic After reaching 3rd level, you gain access to magic that summons nature itself to aid you in your endeavors. 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 Find Familiar 5th Healing Spirit 9th Conjure Animals 13th Grasping Vine 17th Insect Plague Soul of the Forest Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike humanoid, covered with leaves and bark. You may assume your guardian form as a bonus action on your turn. While in your guardian form, you gain the following effects: You grow one size larger.

Any speed you have becomes 5 feet, unless it was lower.

Your AC is set to 16 before any modifiers and you gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

Your reach increases by 5 feet.

You roll your Hunter's Resolve Die at the start of each of your turns and heal for the total of the roll.

You are able to telepathically communicate with plants as if you share a common language.

You have advantage on Strength and Constitution saving throws.

You gain a vunerablity to fire. Your guardian form lasts for 1 minute. You transform back early if you are knocked unconscious. You can also transform back on your turn as a Bonus Action. You must finish a long rest before you may transform again. Blessing of the Ancients At 7th level, you gain a blessing from Nature herself and become one of her elite protectors. You gain one of the following features of your choice. Phalanx A Phalanx specializes in defending their allies and working with them to defeat all incoming threats. Their hyper-specialization and teamwork allows them to beat creatures with immense power that no individual unit ever could. You gain the following benefits: As a bonus action, you may protect a target creature with a barrier of vines and thorns. The creature gains resistance to the damage of the next attack directed at them. You take half the damage of the total amount dealt.

Once per turn, you may perform the Help action as a reaction to an ally's declared attack, if their target is within 5 feet of you.

After a short rest, you gain temporary hitpoints equal to your Ranger level. Anytime a creature removes one of these temporary hitpoints, they take damage equal to the amount removed. Matarch Matarchs are the leaders of the front lines. They focus on overwhelming the forces that would destroy nature with raw power. You gain the following benefits: As a free action, you may instantly return a thrown weapon to its respective hand.

Once per turn, you may roll your Hunter's Resolve Die and add it to the damage roll of a successful weapon attack.

Once per short rest, you may call upon Nature to empower your next attack. You may spend a bonus action to gain the following effects on your next attack roll. You may apply your wisdom modifier to the attack roll, the attack is considered magical, and the damage of the attack is increased by 2d10.

Strategos Strategos are the masterminds of the guardians. They command the forces of Nature into action and focus their power to win at all costs. You gain the following benefits: After exhuasting your movement, you may gain a +15 bonus to your speed if you move directly towards an allied creature within 15 feet of you.

Once per turn, you may cast a Conjuration spell as if it is 1 level higher than the level chosen.

Once per short rest, you may assist up to 5 allied creatures within 30 feet, including yourself, with a saving throw, giving them advantage on the save. Aura of Regrowth Beginning at 11th level, while in combat, you may roll your Hunter's Resolve Die at the start of your turn. You and friendly creatures within 15 feet of you heal for the total of the roll. After a short rest, you may roll two Hunter's Resolve Die and heal each allied creature within 15 feet for the total of the roll. Starting at 17th level, the aura's radius extends to 30 feet. Nature's Wrath When you reach 15th level, you may call upon Nature to aid you. Once per long rest, as an action, you may summon an Avatar of Nature to cast a spell on your behalf. Pick one of the following effects: Water: You summon the Avatar of Water to cast the spell Tsunami, without expending a spell slot. Fire: You summon the Avatar of Fire to cast the spell Fire Storm, without expending a spell slot. Earth: You summon the Avatar of Earth to cast the spell Earthquake, without expending a spell slot. Air: You summon the Avatar of Air to cast the spell Whirlwind, without expending a spell slot.









































Conclave of Gloom Stalkers The Conclave of Gloom Stalkers are a secretive group of rangers who make use of darkness to disorient foes and ambush prey. Seeing two stalkers in one area is extremely rare, due to their solitary nature and lifestyle. Though, once every 13 years, most stalkers meet deep in the underdark to elect a new Underlord, their leader who can pass down orders to other stalkers and make laws for their community, and discuss ongoing threats to the dark. Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. You are invisible to creatures who would only see you due to their darkvision. Cimmerian Cloud Starting at 3rd level, you harness the ability to bring the darkness with you, wherever you are. Once per long rest, as a bonus action, magical darkness expels from you to fill a 100-foot-radius sphere for the next minute. The cloud remains stationary for its duration and requires your concentration. The darkness spreads around corners. Non-magical light can not illuminate any area within the cloud, though creatures with darkvision are able to see through it as if they were in complete darkness. The cloud also grants 30 feet of darkvision to any creature within its area. Dread the Dark Beginning at 3rd level, you are extremely adept at ambushing enemies and fighting in darkness. When rolling for iniative, you may add +10 to your roll. This bonus is lost after the first round of combat. Additionally, while in darkness or dim light, you may hide as a bonus action. 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 After reaching 11th level, while attacking a creature you are hidden from, you can Attack three times, instead of twice, whenever you take the Attack action on Your Turn. 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.

Wild Attacks The following are descriptions for all available Wild Attacks for each area. Whenever a saving throw is called for as a result of your wild attack, use your Ranger spell save DC as the DC for the save. The terrain bonus only activates if you use the attack while on the terrain specified, magical or natural, though you do not have to remain on the terrain for the entirety of the attack to gain its effect. Arctic Sliding Slice Casting Time: 1 action

You slide up to 10 feet forward or until you reach your maximum movement. During the slide you may travel through occupied spaces without penalty. You may make one weapon attack against any creature that comes within 5 feet of you during your slide. Creatures who attempt to take an opportunity attack against you during the slide have disadvantage on their attack roll. Terrain Bonus: Ice or Snow

You may double the distance of the slide, up to your maximum movement. Freezing Bash Casting Time: 1 attack

You coat your weapon in a thick layer of ice, then make a weapon attack against a creature within range. If the attack is successful, your target becomes immobilized and may not attack you until the end of their next turn. Terrain Bonus: Ice or Snow

The target must also succeed on a Constitution saving throw or they are stunned until the end of their next turn. Icy Barrage Casting Time: 1 attack action

You may make up to double the normal amount of ranged weapon attacks using this attack. You deal additional damage with each attack equal to one Hunter's Resolve dice, but the weapon damage of your attacks is halved. Terrain Bonus: Ice or Snow

The damage of the attack may

be changed to cold, and the

attack is considered magical.































Coast Shifting Sands Casting Time: 1 action

You gain 1 attack action to use until the end of your turn and your melee weapon attacks deal additional damage equal to one Hunter's Resolve die. After making an attack, you turn into sand, becoming untargetable, and move up to 15 feet in any direction before reforming. Terrain Bonus: Shallow Waters or Beach

When turning into sand, you may move up to 30 feet. Seafoam Cover Casting Time: 1 action

You eminate seafoam from your body, creating a cloud around yourself 60 feet in all directions, for the next 10 minutes. You may see through the cloud as normal, but all other creatures can not see into the cloud and while within it, have their vision reduced to 10 feet. The cloud follows you as you move. Terrain Bonus: Shallow Waters or Beach

The cloud expels to a distance of 180 feet. Storm's Calling Casting Time: 1 bonus action

If you have already made a successful attack against a creature this turn, you may make a ranged weapon attack aimed at one of the target's weak points. On a hit, at the start of the creatures next turn, they take Thunder damage equal to one Hunter's Resolve die and the target is deafened until the end of their turn. Terrain Bonus: Shallow Waters or Beach

The ranged weapon attack deals its damage as Thunder and the creature takes two Hunter's Resolve die in Thunder damage at the start of their next turn. Desert Dust Devil Casting Time: 1 action

You quickly spin in a circle and attack all designated creatures within 5 feet of you. During this spin, you may summon a small tornado that launches you up to 30 feet in any direction. Terrain Bonus: Desert or Wasteland

Any creature you attack must succeed on a Constitution saving throw or become blinded until the start of their next turn, and the radius of the dust devil increases to 10 feet. Entomb Casting Time: 1 attack

Your next attack envelopes the target in a pile of sand. If the attack is successful, the target must succeed on a Dexterity saving throw or become restrained. To escape their tomb of sand, they must succeed on a strength saving throw at the start of their turn. Terrain Bonus: Desert or Wasteland

On a failed save, the target is stunned until the end of their next turn.

Scorching Shots Casting Time: 1 bonus action

For the remainder of your turn, your ranged weapon attacks release a line of fire in their wake, providing dim light to a 30 foot area for the next 6 seconds. You gain advantage on their attack rolls and the damage type is changed to fire. Terrain Bonus: Desert or Wasteland

The ranged weapon attacks are considered magical and deal additional damage equal to one Hunter's Resolve Die. Forest Dashing Swipe Casting Time: 1 attack

You quickly dash in front of a creature within 15 feet and make a melee weapon attack with enhanced strength. Your attack also hits any creature adjacent to your intended target. You deal additional damage to each target equal to your Hunter's Resolve Die. Terrain Bonus: Forests or Jungles

The range of your attack is extended to a 10 foot cone behind your target. Viney Grasp Casting Time: 1 action

Large vines grow from your body and restrain two creatures within 20 feet of you. Each creature must succeed on a Dexterity saving throw or become restrained for the next minute. While restrained, a creature may use their action to try to escape the vines by making a Strength saving throw. If you move, any restrained creature is released from their vines. Terrain Bonus: Forests or Jungles

The range of this feature is extended to 40 feet and while restrained creatures have disadvantage on their Strength saving throw to escape the vines. Death from Above Casting Time: 1 bonus action

Your ranged weapon attacks are made with extreme precision for the rest of your turn. You gain advantage on their attack rolls and your attacks produce no sound. Terrain Bonus: Forests or Jungles

Your attacks also ignore any bonuses of cover. Grassland Burrow Casting Time: 1 bonus action

You may disengage, then move under the surface as if it was difficult terrain to another point within your maximum speed. When you breach from the ground, your first attack gains the following effects. You gain advantage on the attack roll, you may deal additional damage equal to one Hunter's Resolve Die, and the target creature is knocked prone on a hit. Terrain Bonus: Fields or Plains

You may move under the surface with no reduction to your speed.

Pounce Casting Time: 1 action

You tackle a target and attempt to grapple them with advantage. If successful, you may take the attack action against your target with advantage. If hidden and attacking with one-handed weapons, you may make an additional weapon attack against your target. Terrain Bonus: Fields or Plains

If hidden and attacking with one-handed weapons, you may make two additional weapon attacks rather than one. Multi-Shot Casting Time: 1 action

You pick a point within your weapons maximum range and may make a ranged weapon attack against any number of creatures within 5 feet of that point that you can see. You must have ammunition for each target, as normal, and you make a seperate attack roll for each target. Terrain Bonus: Fields or Plains

You do not have to see the creatures you are attacking and the radius of creatures you may attack increases to 10 feet.











































Mountain Boulder's Might Casting Time: 1 bonus action

You psyche yourself up for the rest of your turn and gain the following effects. One weapon attack you make that utilizes Strength may deal additional damage equal to one Hunter's Resolve Die. Additionally, your maximum jumping height/distance and climbing speed is increased by an amount equal to your Strength score, rounded down to the nearest increment of five. Terrain Bonus: Mountains or Canyons

The bonus to your jumping and climbing speed becomes double your Strength score. Smack Down Casting Time: 1 attack

You make an unarmed strike at a creature. On a hit, the creature is knocked prone and is unable to make opportunity attacks for the rest of the turn. If the creature is flying when you successfully make the attack, the creature falls to the ground and takes fall damage for every 10 feet fallen. You may use the falling creature to break your fall if you jumped or were falling when making the attack, taking half the normal falling damage. Terrain Bonus: Mountain or Canyons

You may jump up twice your normal limit to reach creatures in the air with this attack. Gliding Blitz Casting Time: 1 action

Before falling, you may choose to start gliding instead of falling. You may glide 10 feet in one direction, for every 20 feet that you descend. Every 10 feet of gliding costs 5 feet of movement. While gliding, you may make a ranged weapon attack for every 10 feet that you glide. At the

end of your turn, you may stay aloft if you are in

the air and take no damage from falling if you

reach the ground. Terrain Bonus: Mountain or Canyons

You dash at the start of your descent. Ocean Ocean's Fury Casting Time: 1 action

Choose a target within 50 feet as torrential water starts to build around you. The water propels you towards your target and you ram into them. You make a spell attack against your target and deal damage equal to two of your Hunter's Resolve Die. Your target must succeed on a Strength saving throw or get knocked back 10 feet. Terrain Bonus: Ocean or Islands

The knockback is increased to 20 feet and the damage is increased to three Hunter's Resolve Die. Typhoon Casting Time: 1 action

You summon a swirling storm of water and lightning at a target area within 30 feet for the next minute. Any creature within 10 feet of the area must succeed on a Dexterity saving throw or become trapped in the vortex. Creatures trapped inside are unable to move. To escape the typhoon, a creature may use their action to make a Strength saving throw and if successful, the creature is moved outside the typhoon in a direction they choose. On your turn, you may move the typhoon 30 feet in one direction as a bonus action and any creature who is in its path or destination must succeed on a Dexterity saving throw or become trapped as well. Terrain Bonus: Ocean or Islands

The radius is increased by 10 feet and at the start of your turn, you may have lightning strike all creatures within your typhoon dealing lightning damage to each creature equal to your Hunter's Resolve Die at the start of your turn. Call of the Deep Casting Time: 1 attack

A large tentacle appears above you as it slams down in a direction you choose. Any creature in a 25 foot line must make a Dexterity saving throw. A creature takes three Hunter's Resolve Die as Cold damage on a failed save, or half as much on a successful one. You may increase the damage roll by 1 Hunter's Resolve Die at 3rd, 8th, 13th, and 18th level. Terrain Bonus: Ocean or Islands

The range of the tentacle is extended to 40 feet.

Swamp Serpent Strike Casting Time: 1 attack

You lunge forward up to 20 feet to make a melee attack against a creature. On a hit, the creature must succeed on a Constitution saving throw or become restrained until the start of its next turn and take additional damage equal to one Hunter's Resolve Die as poison. Terrain Bonus: Swamps or Marshes

If the creature fails its save, they become paralyzed until the end of their next turn rather than being restrained. Deadly Roll Casting Time: 1 attack

You attempt to grapple a creature within 10 feet of you. If the grapple is successful, you pull the target to you, then roll them on the ground, dealing bludgeoning damage to the creature equal to your Hunter's Resolve Die. If the creature is still grappled by you on your next turn, you may roll them again as a bonus action. Terrain Bonus: Swamps or Marshes

The creature takes additional damage when rolled equal to your Hunter's Resolve Die as Necrotic and has disadvantage on escaping the grapple. Nydra's Blessing Casting Time: 1 bonus action

Your next ranged weapon attack gains the blessings of Nydra. The attack roll gains a bonus equal to your Wisdom modifier and is considered magical. If the attack is successful, the creature takes additional damage equal to two of your Hunter's Resolve Die as force damage. Terrain Bonus: Swamps or Marshes

On a hit, the target takes additional damage equal to your Hunter's Resolve Die as Cold damage and you know the target's location for the next hour.















































Underdark Smokey Passage Casting Time: 1 attack

Your next weapon attack releases a cloud of dark smoke that covers you and your target. If the attack is successful, you may teleport up to 20 feet to an unoccupied space you can see in a puff of smoke. Terrain Bonus: Caverns or Underdark

The distance you may teleport is increased to 40 feet. Dark Embrace Casting Time: 1 action

You sling webs, enveloping a target creature within 20 feet. The creature is considered restrained. To escape the webbing, the creature must use its action to make a Strength saving throw. At the start of any webbed creature's turn, the webbing grows 10 feet in all directions, and any hostile creature in its path must make a Dexterity saving throw or become restrained. Once a Strength save is made, the creature can no longer be restrained by the webs. After 3 days, the webbing disintegrates. Terrain Bonus: Caverns or Underdark

The webbing becomes stronger and more defined, giving the creature disadvantage on the Strength save and the ranger is able to sense creatures caught in the web. Leeching Wound Casting Time: 1 bonus action

After hitting a creature with a ranged weapon attack, you may spawn a magical leech in the target's wound. The leech deals poison damage to the target equal to your Hunter's Resolve Die, and you are healed for the same amount. The creature may use their action to remove all leeches on them, destroying them in the process. While leeched, at the start of the creatures turn, they take the damage again and you are healed for the same amount. Terrain Bonus: Caverns or Underdark

Spawn 2 leeches in your target.