Remove these ads. Join the Worldbuilders Guild

Ranger

"In every culture, race, and government, there are select individuals chosen to be the Rangers, to hunt and to scavenge for the village."

 
The Ranger Spell Slots Per Level
level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1 +2 Favoured Enemy, Natural Explorer - - - - - -
2 +2 Fighting Style, Spellcastin 2 2 - - - -
3 +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
4 +2 Ability Score Improvement 3 3 - - - -
5 +3 Conclave Feature 4 4 2 - - -
6 +3 Greater Favoured Enemy 4 4 2 - - -
7 +3 Conclave Feature 5 4 3 - - -
8 +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
9 +4 - 6 4 3 2 - -
10 +4 Hide in Plain Sight 6 4 3 2 - -
11 +4 Conclave Feature 7 4 3 3 - -
12 +4 Ability Score Improvement 7 4 3 3 - -
13 +5 - 8 4 3 3 1 -
14 +5 Vanish 8 4 3 3 1 -
15 +5 Conclave Feature 9 4 3 3 2 -
16 +5 Ability Score Improvement 9 4 3 3 2 -
17 +6 - 10 4 3 3 3 1
18 +6 Feral Senses 10 4 3 3 3 1
19 +6 Ability Score Improvement 11 4 3 3 3 2
20 +6 Foe Slayer 11 4 3 3 3 2
hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (6) + Constitution Modifier
armor proficiencies: Lightarmor,medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor

  • (a) two shortswords or (b) two simple melee weapons

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • A longbow and a quiver of 20 arrows


spellcasting:
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Ranger Spell List  

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier  

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendshipand have a 1st-level and a 2nd-level spell slot available, you can cast animal friendshipusing either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class,you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
class features:

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark (Izuzar). This grants you the following benefits:
  • You ignore difficult Terrain
  • You have adavantage on initiative rolls
  • On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn’t slow your group’s travel
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger
  • If you are traveling alone, you can move stealthily at a normal pace
  • When you forage, you find twice as much food as you normally would
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Archery:You gain a +2 bonus to attack rolls you make with ranged weapons
  • 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
  • Two Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
 

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not to attack
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants.You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.You are still automatically detected if any effect or action causes you to no longer be hidden
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non magical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your in ability to see it doesn’t impose disadvantage on your attack rolls against it
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:

Ranger Conclaves

Nightfell - Dreamstrider
In sleep, the spirit travels, migrating to the shores of clarity and mystery. Those who were born under the blessing of the stars become wandering souls, observing the world with their eyes closed, and wandering, in constant search of prey in the infinite darkness of the oneiric.   You are born a Dreamstrider, you cannot become one. These rangers hold great mediumistic and spiritual abilities, and develop a propensity for hunting witches and other supernatural creatures invisible to most mortals. Their most incredible power manifests itself in the form of vivid dreams, and when they close their eyes to sleep their spirits depart for a dreamlike hunt. They lead a solitary life, but there are some Dreamstrider circles that train new initiates and gather to hunt down witches.
Those who are aware of this dual nature, some who know it from birth and others who discover it later, accept and embrace their personal mission, for they know that their rare and powerful gifts derive from Sidìr. With or without training, these mysterious characters master the art of hunting instinctively and roam like predatory souls in the twilight age of mortals.  

Dreamstrider Magic

At 3rd level, you learn additional spells at the ranger levels indicated below. Those spells are not counted in the maximum number of spells known per level.
Ranger Level Dreamstrider Spells
3rd protection from good and evil
5th see invisibility
9th dispel magic
13th locate creature
17th hold monster
   

Troubleshooting Branch

At 3rd level, you learn the shillelagh cantrip and can use it on any object of plant origin (branches, lianas, or roots) at least 3 feet long, whether it is considered a weapon or not. You are Proficient in the use of these improvised weapons as long as they are under the effect of shillelagh.  

Silver Spoon

At 3rd level, you benefit from unexpected strokes of luck just when things seem to be at their worst .
When performing an Ability Check, Attack Roll, or Saving Throw with Disadvantage, you can use your Reaction to turn a single source of Disadvantage into Advantage on that specific roll (additional sources of Disadvantage may nullify the Advantage gained from this feature, as usual). This feature can be used as many times as the ranger's Wisdom modifier, and you regain each use spent after you complete a long rest.  

Night Travel

At 7th level, you can separate, during sleep (not necessarily a long rest) your consciousness from your physical body, falling unconscious for the duration of the separation. Your consciousness will appear in the material world as a spirit shaped like a small animal of choice among those granted by the spell find familiar. This spirit will be able to explore the surrounding world, without limits of distance (must remain on the same plane of existence).
You can stay in the form of a spirit for 8 hours, or until you spend an action to end this feature. If you put an early end to the body-spirit separation you can decide whether to return consciousness to the body, and wake up, or choose to magically teleport your body to your spirit . In the latter case, the ranger must make a successful Constitution Saving Throw (DC 15) or suffer a level of Exhaustion.  

Witch Hunter

At 11th level, you become a living anathema to witches and spellcasters. When a creature casts a spell near you, you can mark it as the Enchanted Enemy. Melee attacks against the Enchanted Enemy have a damage bonus equal to your Wisdom modifier when you attack it with weapons. In addition, you have Advantage on Saving Throws against spells cast by the Enchanted Enemy, Enchanted Enemy spells that involve an Attack Roll against you have Disadvantage, and you gain Resistance to any damage inflicted by the Enchanted Enemy. The creature remains branded until it or you are rendered unconscious.
This feature can be used once, then you regain its use after you complete a long rest.  

Perception of the Dead

At 15th level, you are immediately aware of the presence of Undead within 200 feet, being able to determine their general direction in a 90° arc.
In addition, you cannot be surprised by Undead and get a bonus of +2 to Initiative checks in the fights against them.
 
  Beastmaster

Beastmaster

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
 
  Fey Wanderer

Fey Wanderer

As a Fey Wanderer, you strive to reignite the broken connection between the Feywild and the Material Plane. For centuries, the mysterious link that let animals and fey roam free between each domain has been severed, unbeknownst as to why. Your experience with the Material as well as your research or knowledge of the Feywild makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.  

Feywild's Gift

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing yourself (along with the DM's approval), from the Feywild Gifts table, or determine it randomly.
 

Companion's Bond

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.  

Dreadful Strikes

At 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Blessings of the Court

At 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.  

Beguiling Twist

At 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever 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 succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • The creature takes 3d10 psychic damage.
 

Misty Presence

At 15th level, you can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
 
  Gloom Stalker

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. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Dread Ambusher

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

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  

Iron Mind

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

Stalker's Fury

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

Shadowy Dodge

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

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.  

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.  

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.  

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
 
  Monster Slayer

Monster Slayer

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

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Hunter's Sense

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

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.  

Supernatural Defense

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

Magic User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.  

Slayer's Counter

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

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits trapped in the Beastlands, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—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.  

Swarmkeeper's Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
In addition, you learn the mage hand cantrip if you don’t already know it.
 

Gathered Swarm

At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Slayer's Prey

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.
 

Supernatural Defense

At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. Once you use this feature, you can't use it again until you finish a short or long rest.
As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.  

Storm of Minions

At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
 
  Primeval Guardian

Primeval Guardian

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
 

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
 

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
 

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.  

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum  

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.  

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.
 

Created by

SilkFeet.

Statblock Type

Class Features

Link/Embed