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'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br>
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons<br>
'''Tool Proficiencies.''' None<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Strength and Dexterity<bR>
'''Saving Throw Proficiencies.''' Strength and Dexterity<br>
'''Skill Proficiencies.''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br>
'''Skill Proficiencies.''' Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival<br>
'''Equipment.''' Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon
'''Equipment.''' Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon
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==== Natural Explorer ====
==== Natural Explorer ====
''1st Level Ranger Feature''<br>
''1st Level Ranger Feature''<br>
You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent three days traveling in a specific type of terrain, or ten days traveling on a specific landmass, it is considered to be your favored terrain until you haven’t spent a day traveling in that terrain or landmass for twenty days. you gain the following benefits while traveling in your favored terrain.
You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent 3 days traveling in a specific type of terrain, or 10 days traveling on a specific landmass, it can serve as your Favored Terrain until you haven’t spent 20 consecutive days traveling in that terrain or landmass. You gain the following benefits:
*Difficult terrain does not slow your groups travel
*Difficult Terrain does not slow your groups travel wile in your Favored Terrain
*You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on.
*You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it
*If you or your companions forage for food, you find twice as much food and water
*If you or your companions forage for food in your Favored Terrain, you find twice as much food and water
*You ignore extreme cold, extreme heat, strong wind, and heavy precipitation.
*You and your companions ignore the effects of Extreme Cold, Extreme Heat, Strong Wind, and Heavy Precipitation in your Favored Terrain
*You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) checks while traveling at a slow pace
*You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) Checks while traveling at a Slow Pace
*You and your companions are able to stealth even while traveling at a normal pace
*You and your companions are able to travel stealthily even while traveling at a Normal Pace
*You and your companions do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace.
*You and your companions do not suffer a penalty to Wisdom (Perception) Checks while traveling at a Fast Pace.
<br>
<br>


'''Fighting Style.'''
==== Fighting Style ====
''1st Level Ranger Feature''<br>
''2nd Level Ranger Feature''<br>
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. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
:'''Archery.''' You gain a +2 bonus to attack rolls you make with ranged weapons.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
:'''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.
*'''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.
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
:'''Melee Marksman.''' You do not have disadvantage while making ranged attacks while you are within 5ft of a hostile creature. Additionally, you when a creature within 5ft of you moves away from you, you can take an opportunity attack using a ranged weapon
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
:'''Strongbow.''' You can use your Strength instead of your Dexterity for your attack and damage rolls using ranged weapons.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
:'''Unarmed Fighting.''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
:'''Versatile Fighting.''' While wielding a Versatile Weapon in two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon in one hand, and nothing in your other hand, you gain a +2 bonus to your attack rolls. Additionally, you can take the Shove or Grapple actions as a Bonus Action.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>
<br>


'''Ranger Disciplines.'''
==== Ranger Disciplines ====
''1st Level Ranger Feature''<br>
''2nd Level Ranger Feature''<br>
At 2nd level, you gain two ranger disciplines of your choice. Your discipline options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another invocation that you could learn at that level. If a discipline would impose a Saving Throw, the DC is equal to 8 + your Proficiency Bonus + your Wisdom Modifier.
You gain two Ranger Disciplines of your choice. The Ranger Discipline Options are detailed at the end of the class description. When you gain certain Levels in this class, you gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. If a Discipline would require a creature to make a Saving Throw, you use your Discipline Save DC, which is equal to 8 + your Wisdom Modifier + your Proficiency Bonus.
<br><br>
<br><br>


'''Ranger Conclave.'''
==== Ranger Conclave ====
''1st Level Ranger Feature''<br>
''3rd, 7th, 11th, and 15th Level Ranger Feature''<br>
At 3rd level, you choose a conclave that you strive to emulate: Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques.
<br><br>
<br><br>


'''Primeval Awareness.'''
==== Primeval Awareness ====
''1st Level Ranger Feature''<br>
''1st Level Ranger Feature''<br>
Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 hour you can sense whether the following types of creatures are present within 10 miles of you (or within up to 50 miles if you are in your favored terrain): aberrations, dragons, elementals, fey, highlings and undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. You can use this feature a number of times equal to your 1 + your Wisdom modifier, regaining expended uses at the end of a long rest.
You can use your Action to focus your awareness on the region around you. For 1 hour you can sense whether the following Creature Types are present within 10 miles of you: Aberrations, Dragons, Elementals, Fey, Highlings and Undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. If you are in your Favored Terrain, you sense these creatures if they are within 50 miles of you.<br>
You can use this Action a number of times equal to your 1 + your Wisdom Modifier, regaining expended uses at the end of a Long Rest.
<br><br>
<br><br>


'''Ability Score Improvements.'''
==== Ability Score Improvements ====
''1st Level Ranger Feature''<br>
''4th, 8th, 12th,, 16th, and 19th Level Ranger Feature''<br>
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 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a [[Feats|feat]] instead of taking this increase to ability scores.
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>
<br><br>


'''Extra Attack.'''
==== Extra Attack ====
''1st Level Ranger Feature''<br>
''5th Level Ranger Feature''<br>
At 5th level you can perform an additional attack as part of the Attack action.<br>
You can perform an additional Attack as part of the Attack Action.<br>
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.
<br><br>
<br><br>


'''Improved Knowledge.'''
==== Improved Knowledge ====
''1st Level Ranger Feature''<br>
''6th Level Ranger Feature''<br>
At 6th level, your ability to hunt your favored enemies and travel in your favored terrain increases. While in your favored terrain, you have advantage on Wisdom (Survival) checks and on Initiative rolls. You may also, instead of rolling for Initiative normally, you may instead roll a Wisdom (Survival) check, using the result for your Initiative.
Your ability to hunt your favored enemies and travel in your favored terrain increases. While in your Favored Terrain, you have advantage on Wisdom (Survival) Checks and on Initiative Rolls. When you would roll for Initiative, you can instead make a Wisdom (Survival) Check and you the result for your Initiative Score.<br>
Additionally, Choose two damage types, while attacking your favored enemy, you ignore its resistances and immunities to these types of damage. At the end of a long rest, you can change which types of damage you ignore.
Additionally, at the end of a Long Rest you choose two Damage Types. Until the end of your next Long Rest, while Attacking a creature that serves as your Favored Enemy, you ignore Resistances and Immunities to the Damage Types you chose. At the end of a long rest, you can change which types of damage you ignore.
<br><br>
<br><br>


'''Mark Improvement (1d8).'''
==== Mark Improvement (1d8) ====
''1st Level Ranger Feature''<br>
''6th Level Ranger Feature''<br>
At 6th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d8 additional damage rather then 1d6, and if the creature you marked is defeated, you can use a Bonus Action on a subsequent turn to transfer the mark to a new creature within range, this does not expend a use of the feature, but the duration does not reset.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
<br><br>
*You now deal an additional 1d8 Damage to the marked target rather than an additional 1d6 Damage
*When you reduce a creature that you have marked to 0 Hit Points, once on a subsequent turn, you can use a Bonus Action while the duration of the feature is active to mark another creature. This does not expend a use of the feature, but the duration is not reset
<br>


'''Land’s Stride.'''
==== Land’s Stride ====
''1st Level Ranger Feature''<br>
''9th Level Ranger Feature''<br>
Starting at 9th level, moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
You are unaffected by Difficult Terrain. You can also pass through plants without taking Damage from them if they have thorns, spines, or a similar hazard.<br>
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Additionally, your movement speed increases by 10ft.
In addition, you have Advantage on Saving Throws against being Grappled or Slowed.<br>
Finally, your Speed increases by 10ft.
<br><br>
<br><br>


'''Mark Improvement (1d10).'''
==== Mark Improvement (1d10) ====
''1st Level Ranger Feature''<br>
''9th Level Ranger Feature''<br>
At 9th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d10 additional damage rather than 1d8, and you no longer need concentration to maintain your mark.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
<br><br>
*You now deal an additional 1d10 Damage to the marked target rather than an additional 1d6 Damage
*The effect no longer requires Concentration to maintain
<br>


'''Nature’s Veil.'''
==== Nature’s Veil ====
''1st Level Ranger Feature''<br>
''10th Level Ranger Feature''<br>
At 10th level you gain the ability to gain the upperhand in combat. When you would have a surprise round in combat, choose any number of creatures within 30ft of you that would not gain a surprise round, those creatures also gain a surprise round. If you are not surprised when initiative is rolled, choose any number of creatures within 30ft of you, those creatures are also not surprised.
You gain the ability to gain the upper-hand in combat. When you would have a Surprise Round in combat, choose any number of creatures within 30ft of you that would not gain that Surprise Round, those creatures also gain a Surprise Round. Additionally, if you are not Surprised when you roll Initiative at the start of combat, choose any number of Surprised creatures within 30ft of you, those creatures are not Surprised.
<br><br>
<br><br>


'''Veteran Traveler.'''
==== Veteran Traveler ====
''1st Level Ranger Feature''<br>
''10th Level Ranger Feature''<br>
At 10th level you are extremely skilled in travel, you no longer lose favored terrain after not traveling in it for twenty days, additionally, while in your favored terrain you can take the Hide action as a bonus action. Additionally, when you make a Wisdom or Intelligence check in relation to your favored terrain, you can replace a roll of a 9 or lower with a 10.
You no longer lose your Favored Terrain after not traveling in it for 20 days. Additionally, while you are in your Favored Terrain you can take the Hide Action as a Bonus Action. Also, when you make a Wisdom or Intelligence Check in relation to your Favored Terrain, such as recalling information about it, you treat a roll of 9 or lower on the d20 as a 10.
<br><br>
<br><br>


'''Mark Improvement (1d12).'''
==== Mark Improvement (1d12) ====
''1st Level Ranger Feature''<br>
''13th Level Ranger Feature''<br>
At 13th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 1d12 additional damage rather than 1d10, and you can now mark two creatures when you expend a use of your Mark feature.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
*You now deal an additional 1d12 Damage to the marked target rather than an additional 1d6 Damage
*Whenever you mark a creature with the feature, you can choose to mark two creatures instead
<br><br>
<br><br>


'''Vanish, Ebb, and Weave.'''
==== Vanish, Ebb, and Weave ====
''1st Level Ranger Feature''<br>
''14th Level Ranger Feature''<br>
At 14th level, you gain the ability to stealth and hide better. You cannot be tracked unless you choose to be, and you cannot be detected by divination magic while in your favored terrain. Additionally you can take the Hide, Dash, or Disengage action as a free action. You can use this feature a number of times equal to your proficiency bonus and you can only use it once per turn, you regain expended uses at the end of a long rest.
You gain the ability to stealth and hide better. You cannot be tracked or targeted by Divination Spells while in your Favored Terrain unless you allow it.<br>
Additionally, once on each of your turns, you can take the Dash, Disengage, or Hide Action as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
<br><br>


'''Foe’s Doom.'''
==== Foe’s Doom ====
''1st Level Ranger Feature''<br>
''14th Level Ranger Feature''<br>
At 14th level you become extremely skilled at dealing out death to your favored enemy. When you perform the attack action against a favored enemy your critical range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8.
You become extremely skilled at dealing out death to your favored enemy. When you make an Attack against a creature that serves as your Favored Enemy, you gain the following benefits:
*The Attack's Crit Rage increases by 1
*You cannot have Disadvantage on the Attack
*You treat a roll of 7 or lower on the d20 as an 8 for the Attack
*The Attack ignores 1/2 and 3/4 Cover
<br><br>
<br><br>


'''Expedient Action.'''
==== Expedient Action ====
''1st Level Ranger Feature''<br>
''17th Level Ranger Feature''<br>
At 17th level you become a master of guiding you and your allies to moving quickly in combat. When initiative is rolled, you and creatures you choose within 30ft of you have advantage on that initiative roll. Additionally, you cannot be surprised.
You become a master of guiding you and your allies to moving quickly in combat. You cannot be Surprised. Also, when you roll Initiative at the start of combat, you and creatures of your choice within 30ft of you have Advantage on the Initiative roll.<br>
Additionally, when you roll Initiative at the start of combat, you and all creatures of your choice within 30ft of you can move up to their Speed without provoking Opportunity Attacks.
<br><br>
<br><br>


'''Feral Senses.'''
==== Feral Senses ====
''1st Level Ranger Feature''<br>
''18th Level Ranger Feature''<br>
At 18th level, you gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have disadvantage in attack rolls and via your fine-tuned senses, have blindsight out to a range of 60ft, if you already have blindsight, increase it’s range by 30ft.
You gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have Disadvantage in Attack Rolls and via your fine-tuned senses, you gain Blindsight out to a Range of 60ft.
<br><br>
<br><br>


'''Mark Improvement (2d12).'''
==== Mark Improvement (2d12) ====
''1st Level Ranger Feature''<br>
''18th Level Ranger Feature''<br>
At 18th level, the quarry against your foes is strengthened. The Mark feature you gain from your subclass improves, now dealing 2d12 additional damage rather than 1d12, and all creatures are considered to be marked by you.
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:
<br><br>
*You now deal an additional 2d12 Damage to the marked target rather than an additional 1d6 Damage
*The feature has an unlimited amount of uses
*At the start of your turn, you can mark one with the feature as a Free Action
<br>


'''Foe Slayer.'''
==== Foe Slayer ====
''1st Level Ranger Feature''<br>
''20th Level Ranger Feature''<br>
At 20th level, you become an unparalleled hunter of enemies and an expert in your craft. Choose two skill proficiency and one tool proficiency you have proficiency with and gain expertise in them. Additionally, when making a weapon attack, instead of adding either your Dexterity or Strength Modifier to the damage, you add your Strength, Dexterity, Wisdom modifier, and your Proficiency Bonus to the damage.
You become an unparalleled hunter of enemies and an expert in your craft, giving you the following benefits:
<br><br>
*Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.
*Choose one Set of Tools that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of Tools.  
*When you make a Weapon Attack, instead of Adding your Dexterity or Strength Modifier to the Damage of the Attack, you add your Strength, Dexterity, and Wisdom Modifiers and your Proficiency Bonus to Damage of the Attack.
<br>


=== Ranger Disciplines ===
=== Ranger Disciplines ===

Revision as of 15:15, 17 December 2022

Ranger

Rough and wild looking, a shifter stalks alone 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, a Deepling finds her feet and draws back her bow to loose an arrow at the rogue 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 Kobold whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Draikyaan, 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.

Class Table
Level Proficiency Bonus Features Disciplines Known Experience Points
1st +2 Favored Enemy, Skilled Hunter, Natural Explorer - 0
2nd +2 Fighting Style, Ranger Disciplines 2 300
3rd +2 Ranger Conclave, Primeval Awareness 2 1,000
4th +2 Ability Score Improvement 3 3,000
5th +3 Extra Attack 3 6,000
6th +3 Improved Knowledge, Mark Improvement (1d8) 4 10,000
7th +3 Ranger Conclave Feature 4 20,000
8th +3 Ability Score Improvement 5 40,000
9th +4 Land's Stride, Mark Improvement (1d10) 5 60,000
10th +4 Nature's Veil, Veteran Traveler 6 80,000
11th +4 Ranger Conclave Feature 6 100,000
12th +4 Ability Score Improvement 7 120,000
13th +5 Mark Improvement (1d12) 7 140,000
14th +5 Vanish, Ebb, and Weave, Foe's Doom 8 160,000
15th +5 Ranger Conclave Feature 8 180,000
16th +5 Ability Score Improvement 9 200,000
17th +6 Expedient Action 9 225,000
18th +6 Feral Senses, Mark Improvement (2d12) 10 250,000
19th +6 Ability Score Improvement 10 300,000
20th +6 Foe Slayer 11 350,000

Class Information

Hit Dice. 1d10 per Ranger Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Ranger Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Strength and Dexterity
Skill Proficiencies. Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment. Scale Mail or Leather Armor, Two Melee Weapons, an Equipment Pack, and a Ranged Weapon

Favored Enemy

1st Level Ranger Feature
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a Creature Type to serve as your Favored Enemy: Aberrations, Beasts, Constructs, Dragons, Elementals, Fey, Giants, Highlings, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and Goblinoids) to serve as your Favored Enemy.
At the end of a Long Rest, you can choose a different Creature Type to serve as your Favored Enemy as you commune with Sardior and creation energy to learn the weaknesses and history of the creature’s you will soon be hunting.

Skilled Hunter

1st Level Ranger Feature
You gain advantages in combat while attacking your favored enemy, and you gain bonuses to tracking and hunting them. When you make an Attack against a creature that serves as your Favored Enemy you gain the following benefits:

  • The Attack deals an additional 1d4 Damage
  • The Attack's Crit Rage increases by 1

Additionally, you have Advantage on Wisdom (Survival) Checks to track creatures that serve as your Favored Enemy. You also have Advantage on Intelligence Checks to recall information about them.

Natural Explorer

1st Level Ranger Feature
You learn to become accustomed to the environment you are in to best travel, stay safe, acquire resources, and survive. After you’ve spent 3 days traveling in a specific type of terrain, or 10 days traveling on a specific landmass, it can serve as your Favored Terrain until you haven’t spent 20 consecutive days traveling in that terrain or landmass. You gain the following benefits:

  • Difficult Terrain does not slow your groups travel wile in your Favored Terrain
  • You have Advantage on Wisdom or Intelligence Checks made in relation to your Favored Terrain, such as recalling information about it
  • If you or your companions forage for food in your Favored Terrain, you find twice as much food and water
  • You and your companions ignore the effects of Extreme Cold, Extreme Heat, Strong Wind, and Heavy Precipitation in your Favored Terrain
  • You and your companions gain a +5 bonus to Wisdom (Perception) and Dexterity (Stealth) Checks while traveling at a Slow Pace
  • You and your companions are able to travel stealthily even while traveling at a Normal Pace
  • You and your companions do not suffer a penalty to Wisdom (Perception) Checks while traveling at a Fast Pace.


Fighting Style

2nd Level Ranger Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
  • Defense. While you are wearing Armor, you gain a +1 bonus to AC.
  • 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.
  • Great Weapon Fighting. When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
  • Two-Weapon Fighting. When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Ranger Disciplines

2nd Level Ranger Feature
You gain two Ranger Disciplines of your choice. The Ranger Discipline Options are detailed at the end of the class description. When you gain certain Levels in this class, you gain additional Disciplines of your choice, as shown in the Disciplines Known column of the Ranger table. If a Discipline would require a creature to make a Saving Throw, you use your Discipline Save DC, which is equal to 8 + your Wisdom Modifier + your Proficiency Bonus.

Ranger Conclave

3rd, 7th, 11th, and 15th Level Ranger Feature
You choose one of the following Ranger Conclaves that you strive to emulate in your combat styles and techniques.

Primeval Awareness

1st Level Ranger Feature
You can use your Action to focus your awareness on the region around you. For 1 hour you can sense whether the following Creature Types are present within 10 miles of you: Aberrations, Dragons, Elementals, Fey, Highlings and Undead. You also learn their number, direction of travel, speed, and any major injuries they have sustained. If you are in your Favored Terrain, you sense these creatures if they are within 50 miles of you.
You can use this Action a number of times equal to your 1 + your Wisdom Modifier, regaining expended uses at the end of a Long Rest.

Ability Score Improvements

4th, 8th, 12th,, 16th, and 19th Level Ranger Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Ranger Feature
You can perform an additional Attack as part of the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.

Improved Knowledge

6th Level Ranger Feature
Your ability to hunt your favored enemies and travel in your favored terrain increases. While in your Favored Terrain, you have advantage on Wisdom (Survival) Checks and on Initiative Rolls. When you would roll for Initiative, you can instead make a Wisdom (Survival) Check and you the result for your Initiative Score.
Additionally, at the end of a Long Rest you choose two Damage Types. Until the end of your next Long Rest, while Attacking a creature that serves as your Favored Enemy, you ignore Resistances and Immunities to the Damage Types you chose. At the end of a long rest, you can change which types of damage you ignore.

Mark Improvement (1d8)

6th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d8 Damage to the marked target rather than an additional 1d6 Damage
  • When you reduce a creature that you have marked to 0 Hit Points, once on a subsequent turn, you can use a Bonus Action while the duration of the feature is active to mark another creature. This does not expend a use of the feature, but the duration is not reset


Land’s Stride

9th Level Ranger Feature
You are unaffected by Difficult Terrain. You can also pass through plants without taking Damage from them if they have thorns, spines, or a similar hazard.
In addition, you have Advantage on Saving Throws against being Grappled or Slowed.
Finally, your Speed increases by 10ft.

Mark Improvement (1d10)

9th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d10 Damage to the marked target rather than an additional 1d6 Damage
  • The effect no longer requires Concentration to maintain


Nature’s Veil

10th Level Ranger Feature
You gain the ability to gain the upper-hand in combat. When you would have a Surprise Round in combat, choose any number of creatures within 30ft of you that would not gain that Surprise Round, those creatures also gain a Surprise Round. Additionally, if you are not Surprised when you roll Initiative at the start of combat, choose any number of Surprised creatures within 30ft of you, those creatures are not Surprised.

Veteran Traveler

10th Level Ranger Feature
You no longer lose your Favored Terrain after not traveling in it for 20 days. Additionally, while you are in your Favored Terrain you can take the Hide Action as a Bonus Action. Also, when you make a Wisdom or Intelligence Check in relation to your Favored Terrain, such as recalling information about it, you treat a roll of 9 or lower on the d20 as a 10.

Mark Improvement (1d12)

13th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 1d12 Damage to the marked target rather than an additional 1d6 Damage
  • Whenever you mark a creature with the feature, you can choose to mark two creatures instead



Vanish, Ebb, and Weave

14th Level Ranger Feature
You gain the ability to stealth and hide better. You cannot be tracked or targeted by Divination Spells while in your Favored Terrain unless you allow it.
Additionally, once on each of your turns, you can take the Dash, Disengage, or Hide Action as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Foe’s Doom

14th Level Ranger Feature
You become extremely skilled at dealing out death to your favored enemy. When you make an Attack against a creature that serves as your Favored Enemy, you gain the following benefits:

  • The Attack's Crit Rage increases by 1
  • You cannot have Disadvantage on the Attack
  • You treat a roll of 7 or lower on the d20 as an 8 for the Attack
  • The Attack ignores 1/2 and 3/4 Cover



Expedient Action

17th Level Ranger Feature
You become a master of guiding you and your allies to moving quickly in combat. You cannot be Surprised. Also, when you roll Initiative at the start of combat, you and creatures of your choice within 30ft of you have Advantage on the Initiative roll.
Additionally, when you roll Initiative at the start of combat, you and all creatures of your choice within 30ft of you can move up to their Speed without provoking Opportunity Attacks.

Feral Senses

18th Level Ranger Feature
You gain preternatural senses that help you fight creatures, especially those you can't see. You cannot have Disadvantage in Attack Rolls and via your fine-tuned senses, you gain Blindsight out to a Range of 60ft.

Mark Improvement (2d12)

18th Level Ranger Feature
The quarry against your foes is strengthened. When you use the Mark feature from your Ranger Conclave, you gain the following benefits:

  • You now deal an additional 2d12 Damage to the marked target rather than an additional 1d6 Damage
  • The feature has an unlimited amount of uses
  • At the start of your turn, you can mark one with the feature as a Free Action


Foe Slayer

20th Level Ranger Feature
You become an unparalleled hunter of enemies and an expert in your craft, giving you the following benefits:

  • Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.
  • Choose one Set of Tools that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of Tools.
  • When you make a Weapon Attack, instead of Adding your Dexterity or Strength Modifier to the Damage of the Attack, you add your Strength, Dexterity, and Wisdom Modifiers and your Proficiency Bonus to Damage of the Attack.


Ranger Disciplines

Healing Salves. During a rest you can find plants or other materials with healing properties. At the end of a long rest, you can gain a number of Healing Salves equal to your Proficiency Bonus which can be administered as a Bonus Action, and restore a number of hit points equal to your Proficiency Bonus + your Wisdom Modifier (minimum 1) to the creature the salve is applied to. These Salves spoil after 24 hours.

Bear Trap. As an action you can set a trap in a space within 5ft of you. When another creature enters that space they must make a Dexterity Saving Throw, taking 2d8 Piercing damage and becomes Restrained for 1 minute or until it is removed by a creature as an action, making a successful Strength (Athletics) Check against your Discipline Save DC. On a success the target takes half damage and is not Restrained.

Roving. Your speed increases by 10ft.

Wild Agility. You have learned how to traverse effectively in many situations, you gain a Swimming and a Climbing speed equal to your Walking speed.

Immobilize. You know where and how to hit creatures to remove them from the fight temporarily. When you hit a creature with a weapon attack, you can force the creature to make a Constitution Saving Throw, on a failure, the target becomes Restrained until the end of your next turn. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Evasive Stance. As a Bonus Action you enter an evasive stance until the start of your next turn. While you remain in this stance you gain +2 AC, and attacks of opportunity have disadvantage against you.

Inner Fortitude. You have an inner well of strength you draw on during dangerous situations. After you take damage you can use your reaction to gain temporary hit points equal your wisdom modifier for 1 minute.

Exploiting Strike. When you hit a creature with a weapon attack while that creature has a Condition, you increase the damage of the attack by 1d8.

Skirmishing Stance. As a bonus action you enter a skirmishing stance until the start of your next turn. While in this this stance, you can move 5 feet without provoking opportunity attacks immediately before or after you take the attack action.

Snipe. Your Ranged Weapon attacks have doubled normal and long range and ignore 1/2 and 3/4 cover if you moved no more than half your speed on your turn.

Bear Hug. When you Grapple a creature that has a CR equal to or lower then your level, that creature is Restrained while you're grappling it.

Bird of Prey Companion. You gain a bird of prey as a companion, such as falcon, hawk, owl, or potentially bat. This companion uses the Hawk stats, but does not roll initiative or take turns in combat while you are conscious. You can cause any spells, attacks, or abilities that target the falcon to target you instead if possible. As a Bonus Action, you can direct your falcon to fly a number of feet up to its movement speed. During this movement, you can choose one creature within 5ft of the falcon to take Slashing Damage equal to your 3 + your Proficiency Bonus. If your companion dies, during your next long rest, you can call out to and bond with a new one.

Beast Master. When you use a Bonus Action to command an animal companion given by a Discipline or similar effect, such as the Drakewarden's Drake Companion, or the Bird of Prey Companion Discipline, you may command two of your companions instead companions. You may select this Discipline multiple times, being able to command one additional companion each time you do.

Ranger Conclaves

Conclave of the Cursed

You are mutagenically and magically enhanced to kill Aberrations and resist the madness that plagues those who face them. Initially created during the 16th Age of Drakomere to crusade into the Twisted Lands with mixed success. Cursed use an arsenal of tools in order to be prepared for every situation. The most famous of those tools being the twin swords a Cursed carries, one steel for facing natural monsters and crossing blades with enemies, and one cursed for facing unnatural creatures and those resistant to mortal blades.

Cursed Biology. When you become a Cursed at 3rd level, you gain enhanced biology and gain the following benefits:

  • You age five times slower than the non-Cursed counterparts of your race.
  • Your eyes look like the eyes of a snake.
  • You gain Darkvision out to 120ft if you didn’t have it already, if you do have Darkvision, you add 60ft to it’s range.

Cursed Specialization. At 3rd level, you learn how to best use your dual blades, gaining the following benefits:

  • When you make an attack with a non-Cursed weapon that is not hindered by resistance or immunity, you gain +1 AC until the start of your next turn.
  • When you make an attack with a Cursed weapon, you ignore resistance and immunity, and, if the target has resistance or immunity to the damage the weapon deals, the attack deals an additional 2d4 damage.

Cursed Mark. At 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage which ignores Resistance and Immunity to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can use your reaction to give the target resistance to one damage type of your choice until the end of your next turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Cursed Weapon. Starting at 3rd level, when you finish a long rest, you can touch one weapon, it becomes a Cursed weapon. The weapon retains it's statistics but has the appearance of being wreathed in shadows.

Cursed Tracking. Starting at 7th Level you become more attuned to your line of work, learning how to track creatures and can learn their weaknesses, additionally. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks. Additionally, as a bonus action you may choose a creature and make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. On a success, you may learn the Immunities, Resistances, Vulnerabilities, AC, speed, or creature type of the target.

Dual-Bladed Expertise. At 11th level, you become more effective with your twin blades. When you hit on an attack with a natural weapon that is unhindered by resistance or immunity, or when you hit on an attack with a cursed weapon that deals 2d4 extra damage due to the Cursed Specialization feature, you can use your bonus action to perform one additional attack with that weapon.

Cursed Instincts. At 15th Level, your instincts in combat have been developed to incredibly assist your survival, you gain advantage on Wisdom and Dexterity Saving Throws, additionally, when you succeed on a Wisdom or Dexterity Saving Throw, you may move a number of feet equal to half your movement speed without provoking opportunity attacks, and gain resistance to all damage until the start of your next turn.

Conclave of the Drakewarden

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

Draconic Gift. At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • You learn the Thaumaturgy cantrip, you use Wisdom for this spell.
  • You learn to speak, read, and write Draconic or one other language of your choice.

Draconic Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You and your Drake Companion, deal an extra damage of a type listed in your Drake Companion’s Draconic Essence trait equal to 1d6, to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, your Drake Companion can use its reaction to move up to 20ft without provoking opportunity attacks. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Drake Companion. At 3rd level, as an action, you can magically summon the drake that is bound to you.

It appears in an unoccupied space of your choice within 30 feet of you.
The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.
In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge.
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can’t do so again until you finish a long rest.

Bond of Fang and Scale. At 7th level. the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits:

  • The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature.
  • The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence.
  • You gain resistance to the damage type chosen for the drake’s Draconic Essence.

Drake’s Breath. At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your discipline save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. This damage increases to 10d6 when you reach 15th level in this class. Once you use this feature, you can’t do so again until you finish a long rest.

Perfected Bond. At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Conclave of the Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer. As you wander the world, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes. At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You and your Beast Companion (if you have one) deal an extra 1d6 psychic damage to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can use your reaction to teleport up to 10ft. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Otherworldly Glamor. At 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist. At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your Discipline Save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements. At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know Summon Fey. You can cast it without a material component. You can also cast it once without expending a spell slot or expending material components. Once you’ve cast the spell in this way, you cannot cast it again until you finish a long rest. Whenever you start casting this spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer. At 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.


Conclave of the Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world.

Dread Ambusher. At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon’s damage type.

Gloomy Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can take the Hide action using your reaction until the end of your turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

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. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind. By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker’s Flurry. At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge. Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Conclave of the Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations.

Hunter’s Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage to the target on a hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When this extra damage is dealt, you can take the Help action using your reaction until the end of your turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Hunter’s Prey. At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics. At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.

Multiattack. At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense. At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if you take no damage because of a success, you may move out of the area causing the save to be made.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Conclave of the Marsh Warden

Marshwardens take their cues from nature’s most challenging terrains and capable— amphibious—explorers. In doing so, these rangers become world-treading athletes with powerful magic toxins at their disposal. Marshwardens often seek to protect the world’s most endangered subjects and dive headfirst into new challenges, knowing full well that no matter what obstacle stands in their way, they almost certainly have the means to overcome it.

Amphibious Alacrity. When you choose this archetype at 3rd level, you gain a climbing speed and swimming speed equal to your walking speed, and you can hold your breath for a number of minutes equal to five times your ranger level. Starting at 7th level, you can jump your full long jump and high jump distance, with or without a running start. When you reach 11th level, you gain the ability to move across liquids on your turn without falling during the move.

Toxic Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 Acid or Poison damage to the target when you hit with an attack. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When you deal this extra damage, you can use your reaction cause the target to make a Constitution Saving Throw against your Discipline Save DC, on a failure the target is poisoned until the start of your next turn. Additionally, while attacking a marked creature, you ignore it's resistance to Acid and Poison damage. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Toxic Strikes. Beginning at 3rd level, you ignore the loading property of blowguns, and attacking with a blowgun at long range doesn’t impose disadvantage on your ranged weapon attack rolls with it. Further, when you’re hidden from a creature and miss it with a ranged attack using a blowgun, making the attack doesn’t reveal your position. In addition, your strikes are magically toxic. Once per turn when you hit a creature with an attack, you can deal an extra 1d6 acid or poison damage to the target (your choice). This extra damage increases to 1d8 when you reach 11th level in this class. When you deal this extra damage with a blowgun or a dart, you can treat the dice for this acid or poison damage as having rolled their maximum value.

Poisonous Defense. Starting at 7th level, when a creature successfully physically grapples or restrains you, it takes acid or poison damage as if it was hit by your Toxic Strike. The creature takes this damage again at the end of each of its following turns that it continues to grapple or restrain you. In addition, when an attacker that you can see hits you with a melee weapon attack, you can use your reaction to cause it to take your Toxic Strike damage, plus bonus acid or poison damage equal to half your ranger level (rounded up). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Crippling Toxins. At 11th level, whenever you deal damage from your Toxic Strike or Poisonous Defense feature, the target’s speed is reduced by 10 feet until the start of your next turn.

Unstoppable Marshal. By 15th level, you have immunity to poison damage, and you are immune to the poisoned condition. Additionally, you are always under the effects of the freedom of movement spell.

Conclave of the Monster Slayer

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

Hunter’s Sense. At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer’s Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 2d6 damage to the target the first time you hit the target with an attack, dealing an extra 1d6 damage on every subsequent hit. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Supernatural Defense. At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Mark forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Magic-User’s Nemesis. At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your discipline save DC, or its spell or teleport fails and is wasted. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.

Slayer’s Counter. At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Conclave of the Swarmkeeper

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

Gathered Swarm. At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance. You know the spell Mage Hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your swarming nature spirits. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack’s target takes 1d6 piercing damage from the swarm.
  • The attack’s target must succeed on a Strength saving throw against your discipline save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

Swarming Mark. Also at 3rd level, you can use your Bonus Action to mark a creature within 60ft of you. This mark lasts for 1 hour or until you lose Concentration. You deal an extra 1d6 damage to the target when you hit with an attack. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a marked creature. When you deal this extra damage, you can use your reaction to cause part of your swarm to harm the target. The creature makes a Constitution Saving Throw against your Discipline Save DC, on a failure the target considers all other creatures to be behind 1/2 cover until the start of your next turn. You can use this Bonus Action a number of times equal to your Proficiency Bonus.

Writhing Tide. At 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mighty Swarm. Also at 7th level, your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

Swarming Dispersal. At 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Characters

Sarikaya Komzin, the Verdan, Conclave of the Cursed Ranger