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, Ranger Specialty 3 6,000
6th +3 Improved Knowledge 4 10,000
7th +3 Ranger Conclave Feature 4 20,000
8th +3 Ability Score Improvement 5 40,000
9th +4 Land's Stride 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 Additional Specialty 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 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 shortswords or two simple melee weapons, an Equipment Pack, a Longbow, a Quiver, and 20 arrows.

Favored Enemy. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, highlings, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and goblinoids) as favored enemies. At the end of a long rest, you can choose a different creature type to be 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. Also at 1st level, you gain advantages in combat while attacking your favored enemy, and you gain bonuses to tracking and hunting them. When you perform an attack against your favored enemy, you deal an additional 1d4 damage to them, and your crit range increases by 1. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer. Also beginning at 1st level, 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 bonus while traveling in your favored terrain. Difficult terrain does not slow your groups travel You have advantage on Wisdom or Intelligence checks made in relation to the terrain or landmass you are traveling on. If you or your companions forage for food, you find twice as much food and water You ignore extreme cold, extreme heat, strong wind, and heavy precipitation. 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 do not suffer a penalty to Wisdom (Perception) checks while traveling at a fast pace.

Fighting Style. At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. 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. 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 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. Thrown-Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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.

Spellcasting. You gain the ability to cast spells at 2nd level. Spellcasting Ability. Wisdom Spell Save DC. 8 + Your Proficiency Bonus + Your Wisdom Modifier Spell Attack Bonus. Proficiency Bonus + Your Wisdom Modifier Spellcasting Focus. A Druidic Focus Spell Learning Method. Whenever you finish a long rest, you prepare a number of spells equal to your ranger level + your Wisdom modifier from the ranger spell list. You can cast these spells using your spell slots until the end of your next long rest.

Ranger Conclave. 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.

Primeval Awareness. 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.

Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Extra Attack. At 5th level 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. 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. 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.

Land’s Stride. 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. 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.

Nature’s Veil. 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.

Veteran Traveler. 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.

Vanish, Ebb, and Weave. 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.

Foe’s Doom. 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 crit range increases by an additional 1, you cannot have disadvantage, and you can treat a roll of a 7 or lower as an 8.

Feral Senses. 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.

Foe Slayer. 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, and Wisdom modifiers, and your Proficiency Bonus to the damage.

Ranger Disciplines Disciplines have a DC of 8+Wis+PB

Beast Companion. You gain a beast companion. Choose a beast with a Cr of 1/2 or lower, you add your proficiency bonus to the creature's attack rolls, damage rolls, and AC, as well as any saving throws it’s proficient in. Its health is equal to the health marked on its stat block, or 5 times your Ranger level, whichever is higher. You can use your action to verbally command the creature to take the Attack, and you can use your bonus action to verbally command the creature to take the Dash, Disengage, or Help action. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Healing Leaves. If the surrounding area has the appropriate vegetation, during a rest you can find plants 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 an action, and restore a number of hit points equal to your Proficiency Bonus + your Wisdom Modifier (minimum 1) to the creature. 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) against your Discipline Save DC. On a success the target takes half damage and is not Restrained.

Wild Agility. You gain a Swimming and a Climbing speed equal to your Walking speed.

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 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 variant of that weapon. You gain certain bonuses while using cursed weapons, and you gain certain bonuses while using non-cursed weapons, or natural weapons.

Cursed Specialization. When you become a Cursed at 3rd level, you learn how to best use your dual blades. When you make an attack with a natural 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 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 30ft to it’s range.

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, which is a ranger spell for you. 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 spell 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 the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer. 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 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 3red 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 spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice.

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 ½ 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. 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.