Inquisitor A man in a hooded robe, disguised as an acolyte, walks the halls of his temple, dedicated to Lady Luck herself. Zealots Among Zealots Rangers are a secluded and poorly understood sort. Preferring the harsh wilderness environments over the walled comforts of a city, rangers are nevertheless an essential part of any kingdom's forces, acting as a buffer between the civilized world and the monstrosities that lurk in the shadows. Even the most well-adjusted rangers are never fully at home within the confines of a city, and eventually, the siren call of the wild is too much to resist. In the wilderness, rangers are skilled explorers that can adapt well to most any environment, easily navigating through dense jungles and uneven mountain trails alike. Thrill of the Hunt Rangers of all kinds all share one key desire: to seek out forces, natural and unnatural alike, that threaten the stability and integrity of the Realms, and vanquish them. Some do it because the deadliest threats in the realm are also the biggest game to hunt. Others seek to protect a piece of land that is special to them. Whatever the reason may be, rangers are extremely skilled in hunting down their targets, focusing their honed animalistic senses to single out their target and taking advantage of their weaknesses, whatever that weakness may be. Once a ranger has their mark on a creature, they will relentlessly pursue their mark until they finally score their kill. Creating a Ranger As you create your ranger character, consider why you took up the mantle of the wilds. Did something happen in your life that caused you to turn to the hunt? How did you learn the ways of the wild? Do you ever wish you could live within the confines of a city without the siren call of the hunt, or are you content that you'll never truly be part of civilized life? Roleplaying a ranger means you walk a fine line between civilization and wilderness, an agent of both sides. How do you handle the more primitive side of yourself? Do you hunt because you have to, or because you love the thrill? Do you view your primal abilities as a boon to be treasured, or a necessary evil to survive in a malevolent world? What inspired (or forced) you to become an adventurer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom and Constitution. (Rangers that focus on two-handed melee weapons make Strength their highest ability score instead of 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: 10 + your 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 Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Stealth, 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) a longsword

(a) an explorer's pack and a whip or (b) a dungeoneer's pack and two daggers

(a) a longbow and 20 arrows or (b) a light crossbow and 20 bolts Mark Creature At 1st level, a ranger becomes attuned with the thrill of the hunt, and can focus their senses to single out a target. As a bonus action, you can mark a creature within 60 feet, targeting them for the hunt. You immediately learn the marked creature's type (e.g.: aberration, fey, fiend, humanoid), and can make an appropriate Intelligence-based check to learn more about the creature (no action required). You add your proficiency bonus to the check, or double your bonus if you're already trained in the correlating skill. For the next 24 hours, you gain advantage on Wisdom (Survival) checks made to track creatures you've marked, and on Intelligence-based checks to gather information about them. In addition, you know whether creatures you've marked are within 1 mile, though this information can be concealed by magic or if the marked creature is ever on a different plane than you. Finally, once during each of your turns when you hit with a weapon attack against a creature you've marked, you can deal an additional 1d6 damage of the same type. You can only have one creature marked at a time; marking another creature before the duration expires ends the oldest mark. (If there is a tie, you choose which mark, or marks, are replaced.) Mark Creature stacks with similar spells and abilities. At 5th level, your weapon attacks count as magical for the purpose of bypassing the damage reduction of creatures you've marked. At 11th level, the damage increases to 2d6, and you can maintain the mark for up to 7 days. At 17th level, the damage increases to 3d6. Trailblazer Rangers are famous for their ability to traverse wild lands with ease, practically as easily as one would navigate roads and cities. At 1st level, you receive the following benefits: Non-magical difficult terrain does not slow your movement, and does not slow your group's travel.

You have advantage on Wisdom (Survival) checks to avoid becoming lost.

When you attempt to forage, you always find enough food and water for yourself and your animal companion (if you have one), even if you fail the check.

Even while performing other tasks (such as foraging, navigating, or tracking), you are always alert to danger.

You can move stealthily at a normal pace while traveling alone.

You gain an innate climb speed and swim speed, each of which have a base speed of 15 feet. If you already have a climb or swim speed, increase the appropriate speed(s) by 10 feet. Ranger Lodge At 2nd level, a ranger integrates themselves into a group of similar rangers that specialize in a variety of tasks, referred to as lodges. These lodges rarely have any permanent settlements, instead holding meetings in places that a ranger would stumble upon easily. When you become part of a lodge, you gain additional features exclusive to that lodge, and gain more features at 6th, 10th, and 14th levels. You can only be part of one lodge at a time; switching between lodges is possible, but requires specialized training with mentors from both the ranger's current lodge and the one they wish to join. (GM's discretion) Presently, there are three main lodges to choose from: the Beast Tamer's Lodge, Hunter's Lodge, and Warden's Lodge. The Beast Tamer's Lodge specializes in interacting with animals, and fighting alongside a loyal beast companion to destroy the enemies of nature. The Hunter's Lodge is home some of the greatest rangers in the Realms' history, taking the fight directly to the horrors that threaten civilization and nature alike with unparalleled deadliness. The Warden's Lodge houses rangers that are blessed with druidic magic, able to commune with nature itself to call upon it to smite those that would desecrate the lands. Primeval Awareness At 3rd level, a ranger has honed their senses to the point where they can peer through veil of the wilderness. You add your proficiency bonus to your initative checks, in addition to your Dexterity modifier. By concentrating for 10 minutes (as if concentrating on a spell), you can focus your senses to "see" through the surrounding land. Upon completing the ritual, you must choose one creature type from the following: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, or undead. For the next hour, you are able to discern the general direction that will lead you to the nearest creature of that type. As an action, you can change the creature type being searched for to a different one on the available list. Once completed, Primeval Awareness can't be used again until a long rest is completed.

The Ranger Level Proficiency Bonus Features Spells Known* 1st 2nd 3rd 4th 5th 1st +2 Mark Creature, Trailblazer — — — — — — 2nd +2 Ranger Lodge 2 2 — — — — 3rd +2 Primeval Awareness 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Ranger Lodge Feature 4 3 2 — — — 7th +3 Find Path 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Ranger Lodge Feature 6 4 3 2 — — 11th +4 Hide in Plain Sight 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Ranger Lodge Feature 8 4 3 3 1 — 15th +5 — 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 Traceless Step 10 4 3 3 3 1 18th +6 Feral Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 * Only rangers that choose the Warden's Lodge gain access to spellcasting. All other rangers do not have access to spells. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score by 2 or two ability scores by 1. As usual, ability scores cannot be increased past 20 by this feature. Extra Attack Starting at 5th level, when you use the Attack action on your turn, you can make two attacks instead of one. Find Path At 7th level, a ranger has honed their instincts enough to have a keen sense of roads travelled, and they always know how to find their way back should the need arise. You can never become lost except by magical means, and you maintain perfect memory of all paths you have travelled within the past month. Without magical interference, you are able to retrace your steps through any path you've made without requiring a check or risking getting lost, and you will be able to navigate this path in half of the usual time. (i.e.: if it took an hour to get from Point A to Point B, a ranger with this feature following the same route between Points A and B can now shorten the travel time to thirty minutes.) Hide in Plain Sight At 11th level, the ranger has learned how to camouflage themselves against the environment within seconds, able to meld with their surroundings. When you take the Hide action while not being observed, you can elect not to move on that turn. While not moving, creatures attempting to find you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you fall prone (and were not already prone) or move, whether voluntary or involuntary. If something would cause you to no longer be hidden (such as attacking), it still causes you to be automatically detected. If you remain motionless on your next turn and elect to remain hidden, the benefits of your camouflage continue. Traceless Step At 17th level, the ranger has become something of a ghost in the wilderness, able to disappear without a trace. You can now take the Hide action as a bonus action on your turns. You do not leave any trails unless you choose to do so, and you cannot be tracked by non-magical means. You can attempt to Hide while lightly obscured by dim light, heavy precipitation, fog or mists, light foliage, or while behind light cover.

Feral Senses At 18th level, the ranger has developed their animal-like senses so much that they can detect even the faintest trace of an invisible creature and see right through their tricks. When you attack a creature that you cannot see, you do not suffer disadvantage from being unable to see it. In addition, you are aware of the location of any invisible creatures within 30 feet of you, so long as you aren't blinded or deafened. Foe Slayer At 20th level, the ranger's senses have become so sharpened that can detect even the tiniest flaw in their marks' defenses, and take full advantage of this weakness. Once during each of your turns, when you deal Mark Creature's additional damage, you can choose one damage type and cause the additional damage to be of that type. Ranger Lodges At 2nd level, the ranger joins a lodge of similarly-minded rangers, each trading secrets, discussing strategies, and banding together to discuss methods for best defending the Realms. Currently, there are three primary lodges: the Beast Tamer's Lodge, the Hunter's Lodge, and the Warden's Lodge. Beast Tamer's Lodge Rangers of the Beast Tamer's Lodge have an affinity with animals that borders on the supernatural. While they lack the raw killing power of a hunter and the magic of a warden, beast tamers work together in synchronistic harmony with their beloved animal companions to fell their foes. To a beast tamer, their animal companion is a lifelong friend, with whom their bond lasts until death claims them both. Animal Companion At 2nd level, the beast tamer attracts an animal companion that becomes loyal to them. When you gain this ability, you choose one of the following beasts: an ape, black bear, boar, giant badger, giant weasel, mule, panther, or wolf. This beast becomes bonded to you as your companion, and is always loyal to you. If your companion dies, you can perform a magical ritual that requires 8 hours of work and 50 gp worth of specialized plants and food. Once completed, this ritual creates a new body for your companion, and the spirit will inhabit the new body, maintaining your bond. This ritual does not require any parts from your companion's old body. If you desire to change the beast you travel with, you can perform the ritual as if you were resurrecting your companion, but instead of reviving them, this will change their form to one of your choice from the available companion options listed above. (Special: If the DM allows it, the ranger can choose any beast that is CR 1/4 or lower to become their animal companion. Bonding with beasts of higher CRs is a DM-dependent process, and is not covered here.) Beast Bond At 2nd level, the bond you share with your companion grants them a variety of benefits. The effects of this bond are as follows: Your companion loses the Multiattack action, if it has one.

Your companion acts on your initiative, and will obey your commands to the best of its ability. You can direct your companion's movement, decisions, attitudes, etc. with verbal commands and gestures, though if you are ever absent, incapacitated, or otherwise unable to issue commands, your companion will act on its own accord. You must use your bonus action to command your companion to perform the Attack, Dash, Disengage, or Help actions, but ordering your companion to move or interact with an object (if feasible) requires no action. If you do not issue a command that allows your companion to use its action, it will automatically perform the Dodge action.

Your companion gains the same benefits that you do from your Trailblazer feature, except that your companion does not gain the climb and swim speeds.

Your companion uses your proficiency bonus instead of its own. In addition to all fields that normally have proficiency applied, your companion also adds your proficiency bonus to its AC and damage rolls.

Once on each of your turns, when your companion hits a creature you've marked with an attack, you can use your reaction to add Mark Prey's additional damage to your companion's damage roll.

Your companion becomes proficient in two skills of your choice. These cannot be Intelligence-based skills, unless your companion has an Intelligence score of at least 6.

Your companion gains proficiency in all saving throws.

Your companion makes death saving throws at 0 hit points instead of dying immediately.

Whenever you gain a ranger level after 2nd, your companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement feature, your companion's ability scores improve as well. Your companion can increase one ability score by 2, or two ability scores by 1. As normal, the ranger's companion can't raise an ability score above 20 using this feature unless it has a trait that specifies otherwise.

Your companion now shares your alignment, and has a personality trait and flaw that you can either roll to determine, or choose from the table. Your companion shares your ideal, and always has the bond "The ranger I travel with is my beloved companion. I would lay down my life for them to protect them." (d6) Traits: 1: I am fearless, and will gladly take on a foe stronger than myself in defense of my ranger.

2: Don't try to threaten my friends. I'll make sure you regret it.

3: I am ever vigilant while my allies rest.

4: Never underestimate me; I'm smarter than I appear.

5: I'm always there when I'm needed most.

6: My ranger taught me much, but I want to learn more, especially about people and their things.

(d6) Flaws: 1: I can't help but snatch any unattended food.

2: I am protective of my ranger to a fault. Everyone is a potential threat.

3: I always want some belly rubs. There's never a bad time for it.

4: Water terrifies me. One splash and I'm out of there.

5: I greet friends with a flurry of licks.

6: I tackle those I care about; it's how I express my love for them. Tandem Tactics At 6th level, your bond with your companion has deepened enough that you can attack in tandem with each other. When you use the Attack action on your turn, your companion can use its reaction to make a melee attack. Frenzy of Claws and Fangs Starting at 10th level, you can order your companion to lash out at nearby foes, catching any that stand too close in a storm of claws, fangs, and slams. As a bonus action, you can order your companion to use its action to unleash a storm of wild gnashing attacks against each creature of its choice within 5 feet of it. Make a separate attack roll against each target. Primordial Fury You can whip your pet into a frothing frenzy, causing it to recklessly strike at enemies and fight through the pain of its wounds. As an action on your turn, you can awaken the feral rage within your companion. For one minute, your companion gains advantage on all attack rolls it makes, resistance to all damage, cannot become charmed, confused, or frightened, and its attacks deal damage using a die of one size higher (to a maximum of 2d6). However, for the duration, attacks made against your companion are made with advantage due to the companion's reckless frenzy. Once used, this ability can't be used again until you and your companion both finish a long rest. Hunter's Lodge Rangers of the Hunter's Lodge are some of the deadliest warriors in the land, both feared and revered in equal measure. Those on the wrong end of a powerful hunter rarely live to tell the tale, and even fewer manage to escape their animalistic persistence. Those that join the ranks of the hunter's lodge embrace their predatory instincts and funnel this into their combat prowess, often becoming one of the deadliest combatants in the Realms. No threat is too great, no foe too dangerous...and no kill is ever enough. That is the way of the Hunter. Fighting Style All rangers within the hunter's lodge adopt a way of fighting that best compliments them, becoming a greater threat on the battlefield. When you join this lodge at 2nd level, you choose one from the following list of styles. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

You gain a +2 bonus to attack rolls you make with ranged weapons. Defense. While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling. While you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

While you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Flurry. You are exceptionally quick with your weapons, and can quickly perform follow-up attacks. You ignore the loading property if your weapon has it. Once during your turn, when you use the Attack action, you can make an additional attack using the same weapon at disadvantage. If you engage in two-weapon fighting, you can also make an additional attack at disadvantage with your off-hand weapon.

You are exceptionally quick with your weapons, and can quickly perform follow-up attacks. You ignore the loading property if your weapon has it. Once during your turn, when you use the Attack action, you can make an additional attack using the same weapon at disadvantage. If you engage in two-weapon fighting, you can also make an additional attack at disadvantage with your off-hand weapon. Great Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding in two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding in two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage rolls of attacks you make with your off-hand weapon. Hunting Techniques Rangers within the Hunter's Lodge have developed various techniques for slaying a variety of foes, from hordes of minions to the hardiest dragon. When you join this lodge at 2nd level, you choose one from the following list of techniques. Colossus Slayer. Your persistent assault eventually fells even the toughest foe. Once per turn, when you hit a creature with a weapon attack, the target takes an additional 1d8 damage if it's below its maximum hit points.

Your persistent assault eventually fells even the toughest foe. Once per turn, when you hit a creature with a weapon attack, the target takes an additional 1d8 damage if it's below its maximum hit points. Giant Hunter. You take advantage of your foe's tremendous size and lumbering movements to strike their weaknesses. When a creature of Large size or larger attacks you, you can use your reaction to make a weapon attack immediately after its attack is resolved.

You take advantage of your foe's tremendous size and lumbering movements to strike their weaknesses. When a creature of Large size or larger attacks you, you can use your reaction to make a weapon attack immediately after its attack is resolved. Horde Breaker. You easily hack and slash through hordes of enemies, proving the folly of their gang-up tactics. Once on each of your turns, when you make a melee weapon attack, you can make another attack with the same weapon against a different creature within your weapon's reach.

You easily hack and slash through hordes of enemies, proving the folly of their gang-up tactics. Once on each of your turns, when you make a melee weapon attack, you can make another attack with the same weapon against a different creature within your weapon's reach. Thrill of the Hunt. You live for the adrenaline of the hunt, picking out your prey and felling them with ease. The first time on each of your turns that you deal Mark Prey's additional damage, increase the additional damage by 1d6. Tactical Assessment Hunters are known for being highly adaptable, pondering the day's foes and preparing for what's to come. When you join this lodge at 2nd level, you can change any of your techiques for a different technique within the same category at the end of a long rest. (i.e.: you can only swap Hunting Techniques for other Hunting Techniques.)

Defensive Techniques Hunters at this point in their careers have had enough experience fighting a wide variety of foes that they've learned how to defend themselves better. At 6th level, you choose one defensive technique from the following list. Analyze Prey. You carefully watch the attacks of creatures you've marked and deftly evade them. When a creature you have marked makes an attack against you, you gain a +2 bonus to your AC.

You carefully watch the attacks of creatures you've marked and deftly evade them. When a creature you have marked makes an attack against you, you gain a +2 bonus to your AC. Escape the Horde. You've learned how to slip away from even the largest hordes. Opportunity attacks against you are made at disadvantage.

You've learned how to slip away from even the largest hordes. Opportunity attacks against you are made at disadvantage. Ignore Pain. You've trained yourself to be able to grit your teeth and suppress the pain of your wounds. If you have less than half of their maximum hit points remaining (rounded down) at the start of your turn, you can use your bonus action to push through the pain, granting you damage reduction to all damage equal to your Constitution modifier until the start of your next turn.

You've trained yourself to be able to grit your teeth and suppress the pain of your wounds. If you have less than half of their maximum hit points remaining (rounded down) at the start of your turn, you can use your bonus action to push through the pain, granting you damage reduction to all damage equal to your Constitution modifier until the start of your next turn. Multiattack Defense. You exploit your enemies' patterns to evade further attacks. When a creature makes an attack against you, you gain a +4 bonus to your AC against all subsequent attacks made by that creature for the rest of the turn.

You exploit your enemies' patterns to evade further attacks. When a creature makes an attack against you, you gain a +4 bonus to your AC against all subsequent attacks made by that creature for the rest of the turn. Steel Resolve. Your enemies' tricks to make you waver often fail, leaving them open for attack. You have advantage on saving throws against being charmed and frightened. Multiattack Techniques Hunters specialize in unleashing multiple attacks quickly upon their foes, thinning their ranks rapidly. At 10th level, you choose one multiattack technique from the following list. Exploit Weakness. You take full advantage of the weaknesses you find in your marked target, abusing each little crack in their armor to fell them in a hail of attacks. You can deal Mark Creature's additional damage more than once during your turn, effectively removing the limit on how many times it can activate.

You take full advantage of the weaknesses you find in your marked target, abusing each little crack in their armor to fell them in a hail of attacks. You can deal Mark Creature's additional damage more than once during your turn, effectively removing the limit on how many times it can activate. Mark Group. You are no longer fully satisfied just hunting one mark at a time, and you've learned to pick out multiple targets, forming a potent psychic bond that shares one mark's pain with others. You can now target up to three creatures with Mark Creature, and maintain up to three of these marks. Whenever you deal Mark Creature's additional damage to one of your marks, all other creatures you've marked take psychic damage equal to the additional damage dealt. You must be able to see the marked creatures to deal the psychic damage to them.

You are no longer fully satisfied just hunting one mark at a time, and you've learned to pick out multiple targets, forming a potent psychic bond that shares one mark's pain with others. You can now target up to three creatures with Mark Creature, and maintain up to three of these marks. Whenever you deal Mark Creature's additional damage to one of your marks, all other creatures you've marked take psychic damage equal to the additional damage dealt. You must be able to see the marked creatures to deal the psychic damage to them. Volley. You can use your action to make a ranged attack against any number of creatures within 15 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. When using this action, you ignore the loading property if your weapon possesses it.

You can use your action to make a ranged attack against any number of creatures within 15 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. When using this action, you ignore the loading property if your weapon possesses it. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you. You must make a separate attack roll against each target. Superior Techniques Hunters of this level and rank gain access to the final set of secret techniques within the hunter's lodge. At 14th level, you choose one superior technique from the following list. Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail. Feign Death. You can play dead convincingly, lulling your enemies into a false sense of security as you take advantage of their dropped defenses. When an attack or effect would reduce you below half of your maximum hit points (rounded down), you can use your reaction to fall prone and pretend you've died. Make a Charisma (Deception) check with advantage and add your proficiency bonus to the roll (even if you're already proficient), opposed by the "killer's" Wisdom (Insight) check. If your result is greater than theirs, they and all other creatures that saw you "die" truly believe you are dead, and will almost certainly lose interest. You can play dead for up to an hour, and when you spring to life, you become invisible for a number of rounds equal to your Wisdom modifier. The next time you use the Attack action after playing dead, all hostile creatures are considered to be affected by Mark Creature. Creatures with a way to detect heartbeats, thoughts, or similar "sixth senses" (such as blindsense or telepathy) have advantage on their Insight check. You can only feign death once before you require a long rest to prepare for such a bold gambit again.

You can play dead convincingly, lulling your enemies into a false sense of security as you take advantage of their dropped defenses. When an attack or effect would reduce you below half of your maximum hit points (rounded down), you can use your reaction to fall prone and pretend you've died. Make a Charisma (Deception) check with advantage and add your proficiency bonus to the roll (even if you're already proficient), opposed by the "killer's" Wisdom (Insight) check. If your result is greater than theirs, they and all other creatures that saw you "die" truly believe you are dead, and will almost certainly lose interest. You can play dead for up to an hour, and when you spring to life, you become invisible for a number of rounds equal to your Wisdom modifier. The next time you use the Attack action after playing dead, all hostile creatures are considered to be affected by Mark Creature. Creatures with a way to detect heartbeats, thoughts, or similar "sixth senses" (such as blindsense or telepathy) have advantage on their Insight check. You can only feign death once before you require a long rest to prepare for such a bold gambit again. 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.

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 a creature you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Warden's Lodge Rangers that join the Warden's Lodge have found a deeper connection with the natural world around them, able to draw upon the power of the wilds much in the same way that a druid does. These wardens often have places they consider as their grove, and will fiercely protect this land with as much might as they can conjure. Some even consider the world their grove, and shoulder the burden to defend it against anything that threatens these lands. None shall defile the purity of the land, for that is the way of the warden; protect these groves so that they may remain untainted forever. Spellcasting Upon joining the Warden's Lodge at 2nd level and focusing themselves, the ranger has learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

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. You know two 1st-level spells of your choice from the warden spell list. The Spells Known column of the Ranger table shows when you learn more warden 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 as a ranger of the Warden Lodge, 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 warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots. Wisdom is your spellcasting ability for your warden 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 warden 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 Warden's Roots As an alternate means of spending their spells, wardens can funnel the energy to conjure magical brambles to entangle their foes. Beginning at 2nd level, as an action, you can expend a warden spell slot to conjure magical brambles to grasp a creature within 60 feet. You must make a ranged spell attack. On a hit, these brambles deal 1d6 magical bludgeoning and piercing damage plus your Wisdom modifier, plus an additional 1d6 damage for every level of the spell slot expended, and the creature must make a Strength saving throw. On a success, the creature is not restrained and the power's effects immediately end. On a failure, the creature becomes restrained. As an action on subsequent turns, the restrained creature can attempt a Strength saving throw to free itself from the brambles. On a success, the creature breaks free of the brambles, and the effects of this power end. A creature that ends their turn still restrained by the brambles takes 1d6 magical bludgeoning and piercing damage plus an additional 1d6 damage for every level of the spell slot expended. Dealing fire or necrotic damage to the brambles (either by directly targeting them or catching them in the splash of an area-of-effect) automatically frees a restrained creature and ends this power's effects. A flying creature restrained by these brambles do not fall, but will be unable to move until they break free. Warden's Roots can activate the additional damage from powers and spells that deal their additional damage on a weapon attack, even though it's not a weapon attack. (Examples: Hunter's Mark, Mark Creature, Zephyr Strike) The save DC is equal to your warden spell save DC. Grove's Endurance As a warden becomes more attuned with their druidic magic, their body becomes supernaturally healthy, able to effortlessly fight off poisons and diseases. Starting at 6th level, you gain proficiency in Constitution saving throws. In addition, your maximum hit points increase by 6, and increase by 1 every time you gain a ranger level after 6th. Withering Mark A warden's mark becomes toxic and invades the very body of its target, causing deterioration of vital functions. Beginning at 10th level, when you use Mark Creature, the marked creature is also afflicted with an unavoidable poison that courses through their veins. At the start of each of the marked creature's turns, if you are within 60 feet of the marked creature and you are able to speak the command word (no action required), the marked creature takes poison damage equal to Mark Creature's additional damage, and it must make a Constitution saving throw or become poisoned until the start of its next turn. The save DC is equal to your warden spell save DC. If the warden uses Mark Creature to target a different creature, Withering Mark also transfers to the new target and ends on the previous creature. This does not replace Mark Creature's normal activation conditions, so creatures immune to poison damage are still marked and can be damaged normally by Mark Creature, they simply do not take the recurring poison damage and do not have to save against being poisoned. Overgrowth The final technique a warden learns is how to a massive bramble patch that traps and repeatedly damages their enemies. As an action, you can conjure a 30-foot cubic bramble patch within 60 feet. Creatures inside the patch when it appears take 6d6 magical bludgeoning and piercing damage, and must make a Strength saving throw or become restrained.The bramble patch persists for 1 minute after, and creatures that enter the bramble patch for the first time on their turn or end their turn there take 6d6 magical bludgeoning and piercing damage and must make a Strength saving throw or become restrained. As an action, a restrained creature can attempt a Strength saving throw to free itself from the brambles. On a success, the creature breaks free of the brambles. Dealing fire or necrotic damage to the brambles (either by directly targeting them or catching them in the splash of an area-of-effect) will free the creature from the brambles, but no amount of fire or necrotic damage can destroy a bramble patch created by Overgrowth. Flying creatures restrained by these brambles do not fall, but will be unable to move until they break free. The save DC is equal your warden spell save DC. When the bramble patch appears, you can choose a number of creatures within the bramble patch's area of effect equal to your Wisdom modifier. For the duration of the power, creatures designated this way are not actively attacked by the brambles; the brambles deal half damage to the designated creatures, and will not restrain them. Once used, this ability can't be used again until you complete a long rest.

Warden Spells 1st Level Absorb Elements

Alarm

Beast Bond

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Fog Cloud

Goodberry

Hail of Thorns

Hunter's Mark

Jump

Longstrider

Snare

Speak with Animals

Zephyr Strike 2nd Level Animal Messenger

Barkskin

Beast Sense

Cordon of Arrows

Darkvision

Find Traps

Healing Spirit

Lesser Restoration

Locate Animals or Plants

Locate Object

Pass Without Trace

Protection from Poison

Silence

Spike Growth 3rd Level Conjure Animals

Conjure Barrage

Daylight

Flame Arrows

Lightning Arrow

Nondetection

Plant Growth

Protection from Energy

Speak with Plants

Water Walk

Wind Wall 4th Level Conjure Woodland Beings

Freedom of Movement

Grasping Vine

Guardian of Nature

Locate Creature

Stoneskin 5th Level Commune with Nature

Conjure Volley 5th Level (cont.) Steel Wind Strike

Swift Quiver

Tree Stride

Wrath of Nature