Defenders of Balance
Rangers spend their lives between two worlds. On one hand, they stand as guardians of civilization, protecting those who dwell on the edges of society. On the other, rangers are expert survivalists, deeply acquainted with the flora and fauna of the natural world. Rangers protect the balance between society and the wilderness. When a wild creature wanders from its natural habitat, Rangers will track it down before it can harm innocent farmers and travelers. When people encroach upon the wilderness, Rangers will push back against industry and expansion that doesn't respect the natural balance.
Rangers dedicate their lives to guarding the places where civilization and the wilderness meet, never fully joining either of the worlds that they spend their lives defending.
Prepared for Anything
Ready to face any challenge, Rangers are survivalists at their core. The wilderness is a harsh place, and those who cannot adapt to their surroundings die. In the wild, Rangers learn to be adaptable. Drawing on their knowledge of the natural world, their connection to primal magic, and the skills passed down to them by their mentors, there is rarely a challenge a Ranger cannot overcome with enough time to prepare.
Each Ranger has their own philosophy on how they fit into the interconnected web that is the natural world. Some view themselves as apex predators, using their marital skills and ruthless hunting abilities to keep the wild in line. Others see themselves as humble servants of the natural world.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution Modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per ranger level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
Herbalism Kit
saving throws:
Strength, Dexterity
skills:
Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth, and Survival.
starting equipment:
As a Ranger, you start with the following equipment, in addition to the equipment granted by your background:
(a) chain shirt and a shield or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a longbow and 20 arrows or (b) a martial weapon
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
At 2nd level, you learn to draw upon the primal magic of the natural world to enhance your survival and combat skills:
Preparing and Casting Spells
The Ranger table above shows how many spell slots you have to cast spells. To cast a Ranger spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.
At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. Spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots.
Spellcasting Ability
Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Ranger spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as the spellcasting focus for your Ranger spells. See the Player's Handbook for example foci.
Ritual Casting
Your knowledge of the natural world allows you to draw out its innate magic. You can cast any Ranger spell that you have prepared as a ritual so long as that spell has the ritual tag.
class features:
Fighting Style
At 1st level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Archery
You gain a +2 bonus to attack rolls with ranged weapons.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make one unarmed strike as a bonus action on that turn.
Defensive Fighting
So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Druidic Warrior
You learn two cantrips of your choice from the Druid spell list, and they count as Ranger spells for you. Whenever you gain a level, you can replace one of these Druid cantrips you know with another Druid cantrip of your choice.
Dual Wielding
While two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack.
When you do, you cannot also make a bonus action attack.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Featherweight Fighting
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Mariner
So long as you are not wearing medium or heavy armor, or wielding a shield, you have a swimming speed equal to your walking speed, and a +1 bonus to Armor Class.
Melee Marksman
Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Mountaineer
So long as you are not wearing medium or heavy armor, or wielding a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Strongbow
You can use your Strength, in place of Dexterity, for your attack and damage rolls with both longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Thrown Weapon Fighting
You can draw a weapon with the thrown property as part of the attack you make with the weapon. Also, whenever you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Versatile Fighting
While you are wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that
weapon. While doing so, you can use your bonus action on that turn to make a single grapple or shove attack, or to take the Use an Object action.
Knacks
In the wild, you have learned bits of primal knowledge, known as Knacks, which bolster your hunting, survival, and tracking skills. At 1st level, you know one Knack of your choice from the list at the end of this class.
Whenever you gain a Ranger level, you can replace one Knack you know with a Knack of your choice, so long as you meet the prerequisites for that Knack. You cannot replace a Knack that is a prerequisite for another Knack you know.
At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.
Wild Expertise
Your skill at navigating the wilderness is without peer. Also at 1st level, choose one skill from the Ranger class skill list that you are proficient in. You add double your proficiency bonus to any ability checks you make with the chosen skill. You also learn one additional language of your choice, often one that is spoken by the creatures you hunt, or peoples you defend.
You also gain proficiency in the Nature and Survival skills if you don't already have it.
When you reach 9th level in this class, you choose another skill from the Ranger class skill list that you are proficient in to gain this benefit and another language of your choice.
Ranger's Quarry
You focus your senses to hunt as a predator of the wild. Also at 2nd level, you can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:
Whenever you damage it with an attack, you deal bonus damage equal to a roll of your Quarry Die, which is a d4.
Whenever you make an ability check to track or locate it, you can add one roll of your Quarry Die to your d20 roll.
These benefits last for 1 hour but end early if your Quarry is slain or if you mark another creature as your Quarry. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot to use this feature again.
When you reach 6th, 10th, 14th, and 18th levels in this class, both the duration of Ranger's Quarry and the size of your Quarry Die increase, as indicated in the Ranger table.
Favored Terrain
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. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. You also gain the benefits corresponding to your favored terrain:
Arctic
You gain resistance to cold damage.
Coast
You gain a swim speed equal to your speed. If you already have a swim speed, your swim speed is doubled. You can hold your breath for twice as long.
Desert
You gain resistance to fire damage.
Forest
Choose a skill from the ranger skill list that you are not proficient with. You become proficient with that skill.
Grassland
Your speed increases by 10 feet.
Mountain
You gain a climb speed equal to your speed. If you already have a climb speed, your climb speed is doubled. You do not suffer the negative effects of high altitude.
Swamp
You gain resistance to poison damage and have advantage on saving throws against poison.
Underdark
You gain darkvision out to range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. This feature counts as a racial feature for the purpose of Gloom Stalker's Umbral Sight.
Nimbleness
Starting at 2nd level, your speed increases by 5 feet.
Ranger Conclave
At 3rd level, you choose your Conclave, a loose association of Rangers that share similar abilities, from the options below: Beast Master, Hunter, Monster Slayer, and Spellbreaker, each of which is detailed at the end of this class description.
Also included at the end of this class are Ranger Conclaves inspired by official the Ranger options: Deep Stalker, Drake Guard, Fey Wanderer, Planar Warden, and Swarm Keeper.
Also included at the end of this class are New Ranger Conclaves: Bounty Hunter, Buccaneer, Desperato, Grim Warden, Headhunter, Nomad, Plague Warden, Shifter, Spirit Warden, Stargazer, Trapper, Treestrider, Wastelander
Your Ranger Conclave grants you features at 3rd level, and again at 7th, 11th, and 15th level in this class.
Conclave Spells
Each Ranger Conclave has a list of Conclave Spells that you always have prepared once you reach the Ranger levels noted in your Conclave's description. Your Conclave Spells count as Ranger spells for you, but they do not count against your total number of spells that you can prepare each day.
Hasty Recovery
Starting at 3rd Level, being in the wild has taught you how to retain your vigor and those around you for long and difficult hunts.
You gain a number of extra hit dice equal to half your ranger level (rounded up). During a short rest or any other time that allows you to spend hit dice to recover hit points
you can use the following feature.
In addition to expending hit dice on yourself you can choose any number of creatures spending hit dice around you and spend a number of dice from your ranger pool to heal them. You can spend a number of hit dice equal to your wisdom modifier (minimum of 1) for each creature other than yourself that you target. They then roll your hit dice in addition to any they're spending and add their constitution modifier instead of yours to each die.
Vital Strike
Starting at 3rd level, you can gain supernatural precision for a moment, to take down your quarry. When you roll damage for a weapon attack, you can use this feature to deal maximum damage, instead of rolling.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.
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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Feral Senses
You hunt with the skills of an apex predator. At 5th level, you can't have disadvantage on attack rolls against your Quarry.
When you reach 18th level, you cannot have disadvantage on attack rolls against any target within 30 feet of you.
Primal Endurance
At 9th level, your survival on the edges of civilization has trained your endurance and mental focus to new heights. You are proficient in Constitution saving throws.
Disappearance
Beginning at 10th level, you have learned how to conceal yourself from unwanted eyes. You can add your Quarry Die to any stealth checks and all perception checks made to search for hidden creatures.
Tireless
You are always ready for another hunt, never letting foes rest. Beginning at 11th level, you regain all of your expended uses of Ranger's Quarry whenever you finish a short or long rest.
Thrill of the Hunt
At 13th level, attacks made with your Ranger's Quary feature, ignores resistance to non-magical attacks.
Exotic Favored Terrain
At 17th level, your travels in otherworldly environments forced you to adapt to new dangers. Choose one type of exotic terrain: Elemental Planes, Feywild, Shadowfell, Abyss, Nine Hells, or Astral Sea. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. You also gain the benefits corresponding to your exotic favored terrain:
Elemental Planes: Elemental Wanderer
You learn the spell Protection from Energy if you do not already know it. Protection from Energy does not count against the number of ranger spells you know. You can cast it a number of times equal to your Wisdom modifier (minimum of once) without expending a spell slot and without maintaining concentration. You regain expended uses when you finish a long rest.
Feywild: Light of the Faerie
Whenever you target a creature with Ranger's Quarry, that creature must succeed a Dexterity saving throw or be under the effects of the Faerie Fire spell for Ranger's Quarry duration. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
Shadowfell: Shadow Step
When you are in dim light or darkness, as a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Abyss: Bloodlust
When you use a Ranger's Quarry, you can choose to target all creatures of your choice within range, as if you cast Ranger's Quarry separately for each target. If you do so, you may not transfer the quray if any target drops to 0 hit points. In addition, when you cast Ranger's Quarry, you may change the spell's damage type to radiant for its duration.
Nine Hells: Lord of Terror
When you target a creature with Ranger's Quarry, that creature must succeed on a Wisdom saving throw or become frightened by you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature becomes immune to being placed under this effect by you for 24 hours.
Astral Sea: Psionic Bane
When you target a creature with Ranger's Quarry, the creature must make a Charisma saving throw. On a failure, whenever the target makes an Intelligence, Wisdom, or Charisma saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the saving throw. On a successful save, that creature becomes immune to being placed under this effect by you for 24 hours.
Ghost Hunter
By the time you reach 18th level, your hunters senses have become so honed that you gain a +5 bonus to your passive Wisdom (Perception) score.
Additionally, provided that you are not blinded or deafened, creatures do not gain advantage on their attack roles against you as result of your inability to see them and when you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
Foe Slayer
You are a Ranger of mythic skill, rivaling the great huntsmen of legend. At 20th level, whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If the attack reduces the creature to 50 hit points or fewer, it must succeed on a Constitution saving throw against. your Spell save DC or instantly be reduced to 0 hit points.
Wild Supremacy
Starting at 20th level, whenever you make an attack roll, ability check or saving throw with advantage instead of rolling two d20 you roll three and take the highest.
Knacks
Below are the Knacks available to the Ranger. If a Knack has a prerequisite, like your Ranger level or another Knack, you can learn it at the same time that you meet all of that Knack's prerequisites.
Alpine Adept
You are amazingly surefooted. You gain a 30-foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level. If you already have a climbing speed it increases by 10 feet.
Arctic Adept
You have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of arctic environments.
Aquatic Adept
You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet.
Desert Adept
You have adapted to scorching deserts. You gain resistance to fire damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of desert environments.
Jungle Adept
You have adapted to the jungles. You gain resistance to poison damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of jungle environments.
Underground Adept
You are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a range of 60 feet. If you already have darkvision its range increases by 30 feet.
As an action you can close your eyes to gain tremorsense out to a 60-foot radius. In that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.
Favored Foe
Prerequisite: 3rd-level Ranger
You are especially adept at studying, tracking, and hunting a specific type of enemy. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves' guild or an evil cult) as your Favored Foe.
Whenever you make a Wisdom check to hunt or track, or an Intelligence check to recall knowledge about a Favored Foe, you can treat a roll of 9 or lower on the d20 as a 10.
You can choose to learn this Knack more than once, but you must choose a new Favored Foe each time you do so.
Fell Handed I
Prerequisite: 6th-level Ranger
When you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn.
Fell Handed II
Prerequisite: 9th-level Ranger, Fell Handed I
When you score a critical hit against a creature, your critical hit range for attack rolls against that creature expands by 1.
For example, if you score a critical hit against a creature for the first time, you then score a critical hit on a roll of 19 or 20 when you make an attack roll against it, and so on.
Hedge Knight I
Though you live in the wilds you still have some military training. You gain proficiency in heavy armor.
Hedge Knight II
Prerequisite: 3rd-level Ranger, Hedge Knight I
Though you are a wild wanderer you understand chivalry and politics. Whenever you make an Intelligence (History) or Charisma (Persuasion) check, you can use Wisdom in
place of Intelligence or Charisma, respectively.
Herbalist I
You have an extensive knowledge of plants and their healing properties. You gain proficiency with herbalism kits, and you automatically succeed on your Wisdom (Medicine) checks to
stabilize creatures at 0 hit points if you use a herbalism kit.
Herbalist II
Prerequisite: 3rd-level Ranger, Herbalist I
You have learned to use natural plants and herbs to create healing salves. Over the course of a long rest, you can spend 1 hour using an herbalism kit to create one potion of healing. These potions of healing retain their potency until the end of your next long rest, at which point they become inert.
Herbalist III
Prerequisite: 6th-level Ranger, Herbalist I, II
When you use your herbalism kit to craft potions of healing during a long rest, you craft a number of potions of healing equal to 1 + your Wisdom modifier (minimum of 2).
Naturalist I
You are an intuitive student of the wilderness. Whenever you would make an Intelligence (Nature) check in the wilderness, you can choose to make a Wisdom (Nature) check instead.
Also, you can make Wisdom (Nature) checks as a bonus action to recall knowledge about one beast or plant you see.
Naturalist II
Prerequisite: 6th-level Ranger, Naturalist I
At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment, you gain the following benefits:
- You have advantage on Wisdom (Nature) checks related to the local plants, animals, ecosystem, and weather.
- You find twice as much food when foraging or hunting.
- You cannot be surprised unless you are incapacitated.
- You have advantage on your initiative rolls so long as you are not surprised or incapacitated.
Natural Regeneration
Prerequisite: 3rd-level Ranger
During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a long rest before you can use this feature again.
Rider I
Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of your movement.
Rider II
Prerequisite: 3rd-level Ranger, Rider I
You gain the Mounted Warrior Fighting Style, and you can ride trained mounts that are equal to you in size or larger.
If you already know the Mounted Warrior Fighting Style you learn another Ranger Fighting Style of your choice.
Rider III
Prerequisite: 6th-level Ranger, Rider I, II
You are a master of mounted combat. When you are riding mount and it is hit by an attack, you can use a reaction to become the target of that attack instead. Also, if your mount is forced to make a saving throw while you are riding it, you can use your reaction to grant it advantage on its roll.
Slayer I
Prerequisite: 3rd-level Ranger
When you hit a creature with a weapon attack you can mark it as your Quarry as part of the attack, applying your Quarry damage bonus and other benefits to the damage roll.
Slayer II
Prerequisite: 6th-level Ranger, Slayer I
Your tracking abilities have become supernaturally accurate. You can mark a creature as your Quarry by studying signs of its passing, such as tracks, that were left within 24 hours.
Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Quarry, you can treat a roll of 7 or lower on the d20 as an 8.
Slayer III
Prerequisite: 14th-level Ranger, Slayer I, II
When you hit a Quarry with a weapon attack, you can force it to make a Constitution saving throw against your Spell save DC. On a failed save, it is blinded, cannot speak, deafened, or restrained (your choice) until the start of your next turn. You can only use this feature on your Quarry once per turn.
Stalker I
You are a master at remaining undetected in the wilderness. You have advantage on Dexterity (Stealth) checks you make to hide while you are in natural environments.
Stalker II
Prerequisite: 3rd-level Ranger, Stalker I
You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.
Stalker III
Prerequisite: 9th-level Ranger, Stalker I, II
You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can't be tracked by divination magic or magical means unless you wish to be.
Stalker IV
Prerequisite: 14th-level Ranger, Stalker I, II, III
You can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become invisible until the start of your next turn. This ends early if you attack or cast a spell.
Strider I
You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or swamp. You also can't become lost so long as you can see the night sky.
Finally, you and up to 10 creatures who travel with you don't have your travel slowed by natural difficult terrain.
Strider II
Prerequisite: 3rd-level Ranger, Strider I
Once in your sights, you pursue your enemies relentlessly. You can take the Dash action as a bonus action on your turn.
Strider III
Prerequisite: 6th-level Ranger, Strider I, II
You can surmount almost any obstacle that would block your path. Your walking speed increases by 10 feet, and you ignore the effects of any difficult terrain imposed by spells, magical phenomena, or any other supernatural effect.
Strider IV
Prerequisite: 14th-level Ranger, Strider I, II, III
You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.
Survivor I
Prerequisite: 6th-level Ranger
Your time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).
Survivor II
Prerequisite: 9th-level Ranger, Survivor I
Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).
Survivor III
Prerequisite: 14th-level Ranger, Survivor I, II
When you make a death saving throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, it is as if you had rolled a 20 on the d20.
Trapper
You can construct natural traps. Over the course of 1 hour, which can be during a short or long rest, you can use a knife, natural materials, and expend 10 feet of rope to craft a Trap.
As an action, you can set one of these Traps in an adjacent unoccupied 5-foot space. The first Large or smaller creature to move into that space must succeed on a Dexterity saving throw against your Spell save DC or become restrained.
As an action, the restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Spell save DC, freeing the creature on a success.
As an action (separate from setting the Trap), you can hide the Trap. If hidden, a successful Intelligence (Investigation) against your Spell save DC is required to detect the Trap.
Wild Insight I
You have a special insight into the mannerisms and sounds of wild animals. You can communicate with beasts as if you were always under the effect of a speak with animals spell.
Wild Insight II
Prerequisite: 3rd-level Ranger, Wild Insight I
You have bound yourself with a minor nature spirit. You learn the find familiar spell. It counts as a Ranger spell for you, you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your summoned familiar is always a fey creature.
Wild Insight III
Prerequisite: 9th-level Ranger, Wild Insight I, II
The power of your nature spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.
Woodsman I
You are familiar with forests, trees, and raw timber. You gain proficiency with woodcarver's tools, and you have advantage on ability checks to identify and construct things from wood.
Also, at the end of each long rest, you can use woodcarver's tools and raw timber to craft a number of arrows, bolts, clubs, javelins, and quarterstaffs equal to your proficiency bonus.
Woodsman II
Prerequisite: 3rd-level Ranger, Woodsman I
You can easily see the strengths and weak points of wooden objects and creatures. You gain the following benefits:
- You gain proficiency with carpenter's tools. Anything you construct from wood has twice as many hit points.
- If you hit a tree, raw timber, or a wooden structure with a melee weapon attack, it is an automatic critical hit.
- If you hit a plant or wood construct with a melee weapon attack, you score a critical hit on a roll of 18 through 20.
subclass options:
Beast Master Conclave
In their role as guardians of nature, some Rangers form deep connections with the beasts of the wild. In recognition of this relationship, great spirits of the wild known as Primal Beasts will seek out such Rangers and form a primal bond. Together, Master and Beast stand together to defend the natural world.
Beast Master Spells
3rd-level Beast Master Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: animal friendship, beast bond
- 5th: beast sense, warding bond
- 9th: haste, protection from energy
- 13th: death ward, freedom of movement
- 17th: awaken, commune with nature
Primal Beast
3rd-level Beast Master Conclave feature
You have formed a bond with a Primal Beast. You choose its stat block from one of the following options: the Beast of the Cave, Land, Sea, or Sky, each of which is detailed on the following page. The Primal Beast stat blocks use your proficiency bonus (PB) and Ranger Spell save DC.
Your Primal Beast is friendly to you and your allies, and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to order it to take an action from its stat block, or another action. Whenever you take the Attack action, you can forgo one attack to command your Beast to attack. When you are incapacitated, your Beast can act on its own, and it uses its turns to defend both itself and you to the best of its abilities.
If your Beast is reduced to 0 hit points, it makes death saving throws like a player character would. If the Beast dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that returns your Primal Beast to life with 1 hit point. As part of this ritual, the Beast can expend hit dice to regain additional hit points. It can also take a new form, choosing a new Primal Beast stat block and appearance.
Wild Empathy
3rd-level Beast Master Conclave feature
You learn the Wild Insight I Knack, but it doesn't count against your Knacks Known. If you already know Wild Insight I, you learn another Knack.
Bestial Focus
7th-level Beast Master Conclave feature
You and your Beast hunt as one. Your Primal Beast gains all benefits of your Ranger's Quarry, including any Knacks that enhance it, and its attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.
Exceptional Training
11th-level Beast Master Conclave feature
You are able to draw out the full ferocity of your Primal Beast. Once per turn when you command your Primal Beast to use one of the attacks from its stat block, it can make two attacks.
Primal Bond
15th-level Beast Master Conclave feature
The bond with your Primal Beast has reached its apex. When you cast a Ranger spell that targets yourself, the Primal Beast also gains the benefits as long as it is within 30 feet of you.
Hunter Conclave
Hunters hold the line between civilization and the wilderness using their deadly tracking and hunting skills. In the shadows of every countryside town lurks a Hunter, silently taking care of any monster that threatens the peace. Hordes of orcs, vile trolls, great and terrible dragons, or great beasts of the wild,
it matters not. A Hunter will always overcome their quarry.
Hunter Spells
3rd-level Hunter Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: expeditious retreat, snare
- 5th: locate, pass without trace
- 9th: conjure volley, nondetection
- 13th: faithful hound, freedom of movement
- 17th: swift quiver, tree stride
Ambuscade
3rd-level Hunter Conclave feature
You are always prepared to strike first, often getting the jump on your chosen prey. When you roll initiative, so long as you are not surprised, you can use your reaction to take the Hide action, the Attack action, or mark a creature as your Quarry.
If you are surprised, you cannot take this special reaction, but you can act normally on your first turn of combat.
Silent Steps
3rd-level Hunter Conclave feature
You stalk your prey unseen until it is too late. You learn the Stalker I Knack, but it does not count against your Knacks Known. If you know this Knack you learn another of your choice.
Cunning Parry
7th-level Hunter Conclave feature
Your unyielding focus allows you to parry and counter foe's attacks. When your Quarry targets you with an attack you can see, you can use your reaction to add your Wisdom modifier (minimum of +1) to your Armor Class against that attack.
If this causes the attack to miss, you can make one weapon attack against your Quarry as part of that same reaction.
Relentless Hunter
7th-level Hunter Conclave feature
You are relentless, stalking your chosen foes until they are all eradicated. When your Quarry is slain, you can mark another creature you can see as your Quarry (no action required) without expending a use of Ranger's Quarry or a spell slot.
Horde Breaker
11th-level Hunter Conclave feature
You are able to cut your chosen prey down as blades of grass. You gain the features listed below, each of which can be used as an action on each of your turns. You must be wielding the correct weapon in order to use the corresponding feature:
Volley. Choose a point you can see within the normal range of a ranged weapon you are wielding. You can make a ranged weapon attack against creatures of your choice within 10 feet of that point. You must have ammunition for each target, and you must make a separate attack roll for each as normal.
Whirlwind. You make a melee weapon attack against any number of creatures within the reach of a melee weapon you are wielding, making a separate attack roll for each creature.
Ruthless Focus
15th-level Hunter Conclave feature
Your deadly skills rival those of the great hunters of legend and myth. You add your Wisdom modifier (minimum of +1) to all weapon attack rolls you make against your Quarry.
Monster Slayer Conclave
Some Rangers are driven from civilized life by a deep hatred for monsters. Often victims of these terrible monsters in their youth, those that take up the mantle of Monster Slayer travel the world hunting for vile supernatural creatures that prey on innocent mortals and ruthlessly annihilate them. They track down vampires, evil fey, restless spirits, werewolves, and any other vile creature and destroy them without hesitation.
Monster Slayer Spells
3rd-level Monster Slayer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: bane, protection from evil & good
- 5th: moonbeam, see invisibility
- 9th: magic circle, protection from energy
- 13th: banishment, faithful hound
- 17th: dispel evil & good, hold monster
Knowledge of the Hunt
3rd-level Monster Slayer Conclave feature
You have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in your choice of Arcana, History, Nature, or Religion.
As a bonus action, you can analyze a creature you can see within 30 feet, making an ability check using the skill below corresponding to its creature type (DC equals 10 + its CR):
Skill Creature Types
- Arcana: Aberrations, Dragons, Monstrosities
- History: Giants, Humanoids
- Nature: Beasts, Elementals, Oozes, Plants
- Religion: Celestials, Fey, Fiends, Undead
On a successful check, you learn one of the following characteristics of your choice: its highest ability score, lowest ability score, its damage vulnerabilities, its damage resistances or immunities, its condition immunities, or another weakness it may have. If the characteristic you choose doesn't apply the DM reveals another characteristic to you.
If you analyze your Quarry with this feature you can add one roll of your Quarry Die to your ability check.
Slayer's Cunning
3rd-level Monster Slayer feature
You are always prepared to hunt. You gain the Slayer I Knack, but it does not count against your total number of Knacks Known.
You can also use Ranger's Quarry once between each short or long rest without expending a use of it.
Iron Focus
7th-level Monster Slayer Conclave feature
You have trained your mind to better resist the supernatural assaults of your hated foes. Whenever your Quarry forces you to make an ability check or saving throw you gain a bonus to your roll equal to one roll of your Quarry Die.
Monster's Nemesis
11th-level Monster Slayer Conclave feature
Your hatred for evil empowers your weapons. Your weapon attacks against your Quarry treat its damage immunities as resistances, and ignore any damage resistances it has.
Moreover, when your Quarry misses you with an attack or you succeed on a saving throw it forced you to make, you can use your reaction to make a single weapon attack against it.
Ruthless Counter
15th-level Monster Slayer Conclave feature
You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block, you can make a single weapon attack against it as a reaction. On hit, your Quarry must succeed on a Wisdom saving throw against your Spell save DC, or its spell, teleport, or other ability is thwarted and fails to take effect.
When you use this feature and your attack hits, you can choose to instantly end the effects of Ranger's Quarry to cause the creature to automatically fail its Wisdom saving throw.
Spellbreaker Conclave
Spellbreakers are a small but dedicated Conclave of Rangers that specialize in hunting mages who use their arcane power for evil. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy anyone with the potential to use magic. Most Spellbreakers work in secrecy, only striking when success is a certainty. If a wrong move could end in disintegration, there is no room for error.
Mage Breaker
3rd-level Spellbreaker Conclave feature
You ward your weapons with antimagic enchantments. When you hit your Quarry with a weapon attack, it has disadvantage on its subsequent Constitution saving throw to maintain concentration on spells.
Also, whenever you see or hear a creature within your reach attempt to cast a spell, you can use your reaction to make an opportunity attack against it.
Spellbreaker Spells
3rd-level Spellbreaker Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. They count as Ranger spells for you, but they don't count against the spells you prepare.
Ranger Level Spell
- 3rd: absorb elements, detect magic
- 5th: blindness/deafness, silence
- 9th: counterspell, dispel magic
- 13th: arcane eye, resilient sphere
- 17th: dispel evil & good, wall of force
Spellsight
3rd-level Spellbreaker Conclave feature
You have learned to see the arcane potential of creatures. When you mark a creature as your Quarry, you instantly
learn its spellcasting ability (if it has one) and the level of the highest level spell that it has the ability to cast.
If your Quarry is hidden from divination magic, such as by a nondetection spell, it appears as if it cannot cast spells.
Arcane Defense
7th-level Spellbreaker Conclave feature
You can steel yourself to better resist the magics of your foes. Whenever your Quarry forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
Moreover, whenever your Quarry subjects you to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failed saving throw.
Spellbane
11th-level Spellbreaker Conclave feature
You are an unparalleled hunter of mages. Whenever you hit your Quarry with a weapon attack, you can expend a spell slot of 1st-level or higher to deal bonus force damage equal to one roll of your Quarry Die per level of the spell slot.
Also, whenever you cast counterspell or dispel magic, you can add a roll of your Quarry Die to the ability check.
Mantle of the Master
15th-level Spellbreaker Conclave feature
Your Spellbreaker training has reached its pinnacle. You are resistant to damage from spells and all other magical effects so long as you are not unconscious or incapacitated.
Reflect Spell
15th-level Spellbreaker Conclave feature
Your training allows you to strike spells from the weave. You can cast absorb elements at will as if you cast it at 1st-level.
After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount.
Deep Stalker Conclave
Deep beneath the earth where the light of the sun is a dream, nameless things dwell in the deep shadow. The Rangers who stand against these unspeakable terrors of the darkness are known as Deep Stalkers. Though their skills were originally developed by denizens of the Underdark, Deep Stalkers can be found guarding anywhere darkness lies heavy on the land.
Deep Stalker Spells
3rd-level Deep Stalker Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: cause fear, disguise self
- 5th: darkness, invisibility
- 9th: fear, nondetection
- 13th: greater invisibility, phantasmal killer
- 17th: mislead, seeming
Umbral Sight
3rd-level Deep Stalker Conclave feature
You have adapted to stalk your prey without light. You gain darkvision out to a range of 60 feet. If you already have darkvision from another feature, the range of your darkvision increases by 30 feet.
Dread Ambusher
3rd-level Deep Stalker Conclave feature
You mimic the surprise tactics of the nameless creatures that dwell in the darkness. You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are not surprised or incapacitated.
Also, when you take the Attack action during your first turn in combat, you can make one additional attack as part of that action. On hit, it deals bonus damage equal to your level.
Cloak of Shadows
7th-level Deep Stalker Conclave feature
You have learned to conceal yourself even from the creatures native to the deep shadow. While you are in darkness, you are invisible to creatures that rely on darkvision to see you.
Iron Mind
7th-level Deep Stalker Conclave feature
You have trained your mind to resist the mental assaults that are common in the depths you stalk. You gain proficiency in Wisdom saving throws. If you are already proficient, you gain proficiency in either Intelligence or Charisma saving throws.
Precise Strikes
11th-level Deep Stalker Conclave feature
In the unforgiving dark every strike could be the difference between life and death. Once per turn when you miss with a weapon attack, you can add one roll of your Quarry Die to your attack roll, possibly turning your miss into a hit.
In addition, your darkvision has improved, and allows you to see through both magical and nonmagical darkness.
Deadly Counter
15th-level Deep Stalker Conclave feature
You can manipulate the shadows to distract your foes. When a creature you can see targets you with an attack roll, you
can use your reaction to cloak yourself in shadows and impose disadvantage on its attack roll.
If this reaction causes the attack to miss, you can make a weapon attack against your attacker as part of the same reaction. If you are in dim light or darkness when you make this special attack, you have advantage on your attack roll.
Drake Guard Conclave
Sometimes wandering Rangers enter into the service of great dragons and are gifted a portion of their power. Undergoing an ancient ritual, they are bound to a Draconic Companion, a powerful scion of an elder dragon. Known as Drake Guards, these Rangers fight alongside their Companions as powerful draconic servants, and can eventually become dragon riders.
Drake Guard Spells
3rd-level Drake Guard Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: absorb elements, command
- 5th: dragon's breath, warding bond
- 9th: elemental weapon, fear
- 13th: dominate beast, elemental bane
- 17th: awaken, dominate person
Draconic Companion
3rd-level Drake Guard Conclave feature
Your soul has been bound to that of a Draconic Companion. You choose its Essence from the following options: acid, cold, fire, lightning, or poison. Its Essence influences the color of its scales, and once it is chosen it cannot be changed.
Your Companion uses the Draconic Companion stat block on this page, which uses your proficiency bonus (PB) and Ranger Spell save DC throughout. It cannot bear a rider.
Your Draconic Companion is friendly to you and your allies and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action on its turn unless you use a bonus action to order it to take an action from its stat block or another action. Also, whenever you take the attack action, you can forgo one of your attacks to command the Companion to attack. When you are incapacitated, your Companion acts on its own, and will to defend both itself and you to the best of its ability.
When your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If it dies, you can perform a special 1-hour ritual, which can be during a short or long rest, that restores it to life with 1 hit point. As part of this ritual, it can expend hit dice to regain hit points.
Wyrmsoul
3rd-level Drake Guard Conclave feature
The magic that bonds you to your Companion has infused you with draconic power. You learn to speak, read, and write Draconic, and when you cast a Ranger spell that deals acid, cold, fire, lightning, or poison damage, you can cause it to deal the damage type of your Companion's Essence instead.
Greater Companion
7th-level Drake Guard Conclave feature
As your power increases, so does that of your Companion. Your Companion becomes Medium in size, and can bear you as a rider so long as you are Medium or smaller. However, its flying speed is halved while you are riding it. You can also roll d6s, in place of d4s, for the damage of its Claw attacks.
Elemental Breath
11th-level Drake Guard Conclave feature
You and your Companion can directly channel the elemental power of its Essence. As an action, you, or your Companion, can exhale a 30-foot cone of elemental breath. Creatures in that area must make a Dexterity saving throw against your Ranger Spell save DC. Creatures take 8d6 Essence damage on a failed save, and half as much damage on a success.
You and your Companion can use this feature a combined number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again.
Mythic Companion
15th-level Drake Guard Conclave feature
Your bond with your Companion has unlocked its true power. As an action, your Companion can change its size, choosing to be Small, Medium, or Large. If it is Large in size, its flying speed is no longer halved while it bears you as its rider.
Also, once per turn when you command your Companion to attack, it can make two attacks instead of one. Finally, the damage of Elemental Breath increases to 10d6 damage.
Fey Wanderer Conclave
In your wild wanderings you have acquired the magic of the Feywild, and use it to augment your Ranger abilities.
Whether you are the chosen warden of a Fey crossroads, the favored servant of an Archfey, or you pilfered your power in a fey wager, you now wield the whimsical and terrifying powers common to the Feywild.
Beguiling Strikes
3rd-level Fey Wanderer Conclave feature
You can weave the wild and disorienting magic of the Feywild into your strikes, distracting and taunting your foes. You can choose for the bonus damage of your Ranger's Quarry feature to be psychic instead of your weapon's noraml damage type.
If you deal psychic damage to your Quarry with a melee weapon attack, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn.
Fey Wanderer Spells
3rd-level Fey Wanderer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: cause fear, charm person
- 5th: enthrall, misty step
- 9th: dispel magic, summon fey
- 13th: charm monster, dimension door
- 17th: geas, mislead
Otherworldly Mystique
3rd-level Fey Wanderer Conclave feature
The magic of the Feywild has imbued you with a whimsical charm that makes others more likely to trust you, for good or ill. You gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Also, whenever you make a Charisma check, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).
Whimsical Ward
7th-level Fey Wanderer Conclave feature
Your familiarity with the abilities of the fey grants you increased defenses against their power. You have advantage on saving throws to resist being charmed and frightened.
Also, when a creature you can see within 30 feet makes a saving throw to resist the charmed or frightened condition, you can use a reaction to force another creature you can see within 60 feet to make a Wisdom saving throw against your Spell save DC. On a failure, it is either charmed or frightened of you (your choice) for 1 minute. The creature can repeat this saving at the end of each of its turns, ending this effect on a successful save.
Faerie Guardian
11th-level Fey Wanderer Conclave feature
You can call support from the otherworldly courts of the fey. You can cast summon fey without its material components.
Also, once per long rest, when you cast summon fey, you can cast it so that it does not require concentration. When you do, its duration is reduced from 1 hour to 1 minute.
Mirthful Step
15th-level Fey Wanderer Conclave feature
You can teleport through the Fey realm. You can cast misty step without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
When you cast misty step, you can touch a willing creature within 5 feet and teleport it along with you. It reappears in an unoccupied space within 5 feet of where you reappear.
Planar Warden Conclave
Planar Wardens dedicate their lives to preserving the balance of the multiverse by defending their native plane of existence from otherworldly threats. Keeping watch over planar portals these esoteric warriors can draw on the power of the planes to destroy outsiders that would seek to invade their homes.
Extraplanar Senses
3rd-level Planar Warden Conclave feature
As an action, you can detect the exact distance and direction of the nearest creature alien to your current plane or planar portal within 1 mile that isn't shielded from divination magic. As part of this action you can exclude targets of your choice.
Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses, you can expend a spell slot of 1st-level or higher to use this again.
Planar Warrior
3rd-level Planar Warden Conclave feature
You can augment your strikes with extraplanar energies. You can choose for the additional damage of Ranger's Quarry to be force damage in place of your weapon's damage type.
Moreover, you can mark any creatures not native to your current plane of existence as your Quarry without expending a use of Ranger's Quarry. For example, while you are on the material plane, you can use this feature to mark aberrations,
celestials, elementals, fey, and fiends, as your Quarry.
Planar Warden Spells
3rd-level Planar Warden Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: alarm, protection from evil & good
- 5th: misty step, rope trick
- 9th: haste, magic circle
- 13th: banishment, dimension door
- 17th: planar binding, teleportation circle
Ethereal Step
7th-level Planar Warden Conclave feature
You can briefly move between planes to disorient your foes. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
Any distance you teleport with this feature counts against your total movement for your turn.
Empowered Strikes
11th-level Planar Warden Conclave feature
Your ability to move between the planes has improved. If you use Ethereal Step and attack at least two different creatures with that action, you can make one additional attack as part of that Attack action against a third creature.
In addition, when you use Ethereal Step and then make an attack, you can choose for your attack to deal force damage.
Ethereal Defense
15th-level Planar Warden Conclave feature
You can partially phase out of your current plane to resist the assaults of your foes. When you take damage from an attack or spell that you can see, you can use your reaction to grant yourself resistance to the damage of that attack for this turn.
Swarm Keeper Conclave
Swarm Keepers enter symbiotic relationships with swarms of tiny creatures. Most often surrounded by a swarm of rodents, insects, birds, or other small animals, these strange Rangers see themselves as guardians of the smallest lives. Dwelling in the deep woods or underground caves, Swarm Keepers build communities that work together for the good of the swarm.
Swarm Keeper Spells
3rd-level Swarm Keeper Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: entangle, faerie fire
- 5th: spider climb, web
- 9th: fly, gaseous form
- 13th: arcane eye, giant insect
- 17th: arcane hand, insect plague
Symbiotic Swarm
3rd-level Swarm Keeper Conclave feature
You have become an integral part of a swarm of vermin. You know the mage hand cantrip, but when you cast mage hand, it manifests as part of your swarm which does your bidding.
Also, you can use a bonus action on each of your turns to command your swarm in one of the following ways:
Biting Assault. One creature of your choice within 30 feet must succeed on a Dexterity saving throw or take piercing or poison damage equal to two rolls of your Quarry Die.
Harrying Horde. One creature of your choice within 30 feet must succeed on a Strength saving throw or be moved up to 15 feet in a direction of your choice. Large and larger creatures have advantage on this Strength saving throw.
Swarm Step. You are moved up to 15 feet in a direction
of your choice without provoking opportunity attacks.
Writhing Horde
7th-level Swarm Keeper Conclave feature
You can compel your swarm to carry you in unnatural ways. You gain a climbing speed equal to your walking speed, and you can climb sheer surfaces and upside down on ceilings without having to make an ability check. While climbing in this way, you are surrounded by your swarm of vermin.
Also, when you make a Strength (Athletics) check to shove or grapple, or to resist or end a grapple, you can call on your swarm and add one roll of your Quarry Die to your roll.
Greater Swarm
11th-level Swarm Keeper Conclave feature
Your swarm has grown vastly in both numbers and in power. Your Quarry has disadvantage on saving throws against your Symbiotic Swarm features. Your Symbiotic Swarm features also gain the following additional benefits:
Biting Assault. On a failed save, the creature is poisoned until the start of your next turn in addition to the damage.
Harrying Horde. On a failed save, the creature is knocked prone at the end of this forced movement.
Swarm Step. After you move, you also gain the benefits of half cover until the beginning of your next turn.
One with the Swarm
15th-level Swarm Keeper Conclave feature
You can fade into your swarm to avoid danger. When you take damage from a source you can see, you can use your reaction to become one with your swarm and give yourself resistance to that instance of damage. You and your swarm then teleport to an unoccupied space you can see within 30 feet.
You can use this special reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use this special reaction again.
Swarm Master
15th-level Swarm Keeper Conclave feature
You have become one with your swarm, and can command it with only your mind. You can cast one of your Swarm Keeper Spells without expending a spell slot or requiring the normal components, instead relying on your swarm to produce it.
Once you use this feature to cast a Swarm Keeper Spell in this way, you must finish a short or long rest before you can call on your swarm in this way again.
Bounty Hunter
Bounty Hunters protect humanoids from their own kind. Trained to stalk the streets of cities, they track their prey through the dark alleyways and underbellies of any town. Trained to use complex combat techniques, these Rangers can confidently confront and subdue any humanoid who threatens peace.
Dead or Alive
3rd-level Bounty Hunter Conclave feature
When you make a Strength (Athletics) check to grapple or shove your Quarry, you add one roll of your Quarry Die to the result. Also, being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with nets.
Ear to the Ground
3rd-level Bounty Hunter Conclave feature
Your line of work has granted you a unique familiarity with the underbelly of civilization. After you complete a long rest in a settlement, you have advantage on all ability checks to gather information on its contacts, factions, or underworld.
Martial Exploits
3rd-level Bounty Hunter Conclave feature
You have studied various martial exploits to better counter the humanoids you hunt. You gain the following features:
Exploit Dice. The Bounty Hunter Exploits table shows how many Exploit Dice you have to use Exploits. To use an Exploit, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest.
High Degree. Your Ranger level limits the technicality of Exploits you are able to learn an use. This limit is reflected in the High Degree column of the Bounty Hunter Exploits table.
Exploits. You learn two Martial Exploits of your choice from those available to the Alternate Fighter. You can only use one Exploit per ability check, attack, or saving throw.
When you gain a Ranger level, you can replace one Exploit you know with another Martial Exploit of your choice.
Saving Throws. If an Exploit requires a creature to make a saving throw, the saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Cunning Technique
7th-level Bounty Hunter Conclave feature
Your martial skills are especially potent when used against your chosen foe. Once per turn, when you force your Quarry to make a saving throw to resist the effects of an Exploit, you can force it to make its saving throw with disadvantage.
You also learn to identify, read, and speak in Thieves' Cant.
Unwavering
11th-level Bounty Hunter Conclave feature
You are a master of disabling foes. When your Quarry misses you with a melee attack, you can force it to make a Dexterity saving throw against your Exploit Save DC as a reaction. On a failure, it suffers one of the following effects of your choice:
- You can knock it prone if it is Large or smaller.
- You can automatically grapple it if you have a free hand.
- You can make a single melee weapon attack against it.
Most Dangerous Game
15th-level Bounty Hunter Conclave feature
Your nearly supernatural instincts allow you to predict your enemy's attacks. Once per turn when you take damage from your Quarry, you can reduce the damage you would take by one roll of your Quarry Die.
Buccaneer Conclave
Combining their survival skills, affinity for nature magic, and passion for the high seas, Buccaneers are Rangers who feel more at home on the water than on solid ground. Serving as sailors, pirates, marines, and privateers, they are often among the most valuable crew members on their vessel. What drove you to the sea? Were you pressed into service by a pirate king? Or, have you sworn to slay a sea monster?
Buccaneer Spells
3rd-level Buccaneer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: compelled duel, fog cloud
- 5th: gust of wind, misty step
- 9th: call lightning, water breathing
- 13th: control water, watery sphere
- 17th: control winds, maelstrom
Sea Legs
3rd-level Buccaneer Conclave feature
The time you have spent at sea grants you abilities that land-locked Rangers lack. You gain the benefits listed below:
- You gain the Mariner Fighting Style. If you already have this Fighting Style you gain another Fighting Style of your choice from those available to the Ranger class.
- You learn the Aquatic Adept Knack, but it doesn't count against your total Knacks Known. If you already know this Knack you learn another Knack of your choice.
- Whenever you make a Wisdom (Perception) check that relies on your sense of sight, you gain a bonus to your roll equal to one roll of your Quarry Die.
Windswept Hide
7th-level Buccaneer Conclave feature
Your experience has granted you increased resistance to the dangers of the sea. You gain resistance to cold, lightning, and thunder damage. Whenever you make an ability check or saving throw to resist being knocked prone or moved against your will, you add one roll of your Quarry Die to your roll.
Wrath of the Sea
11th-level Buccaneer Conclave feature
You carry the magic of the high seas whether you are on sea or land. Once per turn when you hit a creature with a weapon attack, you can imbue the strike with watery magic, forcing it to make a Strength saving throw against your Spell save DC. On a failed save, it takes cold damage equal to a roll of your Quarry Die and is knocked back 10 feet in a straight line.
Watery Resilience
15th-level Buccaneer Conclave feature
When a creature you can see hits you with an attack, you can use a reaction to temporarily take on a watery form, halving the damage you would take from the triggering attack.
As part of this reaction, you can also move up to 10 feet without provoking opportunity attacks.
Desperado
Very few dare to traverse the rough desert wastes, even fewer have embraced these deadlands as their home. These nomadic wanderers are known as Desperados. Either living as outlaws or animal wranglers at the edge of civilization, Desperados are famous for their mystical bond with their mounts as well as their striking precision with weapons.
Desperados don't usually commune well with others, having learned that it's easier to survive with their steed as their only company. Still, when a big enough menace crosses the wastes, they will do what's necessary to survive.
Legendary Steed
3rd-level Desperado Conclave feature
As an action, you can summon, an embodiment of the wastes to serve you as a mount, allowing you to traverse the most treacherous lands. It appears in an unoccupied space of your choice within 30 feet of you.
The steed is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Legendary Steed stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the steed, whether it appears as an imposing stallion, a mystical elk, or some creature from another plane; your choice has no effect on its game statistics.
In combat, the steed 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 steed can take any action of its choice, not just Dodge.
The steed remains until it is reduced to 0 hit points, until you use this feature to summon the steed again, or until you die. Anything the steed was wearing or carrying is left behind when the steed vanishes.
Once you summon the steed, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Born to the Saddle
3rd-level Desperado Conclave feature
You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
You also gain the Rider I Knack.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Deadeye Accuracy
3rd-level Desperado Conclave feature
You wield your weapons with uncanny precision that allows you to hinder your enemies in many ways. Once on each of your turns, when you hit a creature with an attack you can use one of the following trick shots:
- Crippling shot. The attack’s target must succeed on a Constitution saving throw against your spell save DC or it can't take reactions until the start of your next turn.
- Disarming shot. The attack’s target must succeed on a Strength saving throw against your spell save DC or drop one object of your choice that it's holding.
- Tumbling shot. The attack’s target must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
- Vicious shot. The attack’s target takes an extra 1d6 damage of the weapon’s damage type.
Adept Rider
7th-level Desperado Conclave feature
Your connection with your mount grows deeper as your skills as a rider sharpen. While you are riding your legendary steed, you and the steed gain the following benefits:
- The steed's speed increases by a number of feet equal to five times your proficiency bonus.
- Moving through difficult terrain costs the steed no extra movement.
- Whenever an effect causes you and your steed to make a Dexterity or Strength saving throw and only one of you succeeds, you can cause both of you to succeed instead.
- Whenever the steed takes damage, you can use your reaction to reduce the damage by an amount equal to your Wisdom modifier + your ranger level.
Quickdraw
11th-level Desperado Conclave feature
Whenever you use one of the trick shots from your Deadeye Accuracy feature, you deal an additional 1d6 of the weapon's damage type.
Additionally, when you roll initiative you can use your reaction to swiftly draw up to two weapons and either move up to your speed without provoking opportunity attacks, take the dodge action, or make one attack against a creature you can see. If you hit with this attack, you can use one of the trick shots from your Deadeye Accuracy feature; the target has disadvantage on their saving throw.
Tough as Nails
15th-level Desperado Conclave feature
Your body and spirit have hardened to endure the roughest circumstances. When you drop to 0 hit points and don’t die outright, you can choose to regain a number of hit points equal to three times your ranger level.
You gain one level of exhaustion for each additional time you use this feature before taking a short or long rest.
Grim Warden Conclave
Sometimes it takes a monster to destroy a monster. Those who take up the mantle of Grim Warden undergo a sinister alchemical ritual, the Warden's Rite, which enhances their physical abilities. They sacrifice any chance they have at a normal life by mingling their blood with that of monsters, so they may gain unnatural power to destroy their foes.
Warden's Rite
3rd-level Grim Warden Conclave feature
You have passed through the Warden's Rite, an unholy alchemical ritual that suffuses your blood with the sinister power of monsters. You change in the ways listed below, which cannot be reversed:
- You gain proficiency with alchemist's supplies and in Religion. Whenever you make a check with either of these, you add one roll of your Quarry Die to your result.
- You count as a humanoid and monstrosity for magical purposes.
- Your hit point maximum increases by 3, and increases by 1 again each time you gain a level in this class.
Grim Warden Spells
3rd-level Grim Warden Conclave feature
You always have certain spells prepared at Ranger levels indicated below. They count as Ranger spells for you, but don't count against the spells you prepare.
Ranger Level Spell
- 3rd: bane, hex
- 5th: hold person, shadow blade
- 9th: bestow curse, vampiric touch
- 13th: blight, shadow of moil
- 17th: enervation, hold monster
Crimson Mark
3rd-level Grim Warden Conclave feature
You can use your sinister blood magic to empower the mark on your foes. Whenever you mark a creature as your Quarry, you can make a blood sacrifice instead of expending a use of Ranger's Quarry. When you do, you reduce your current and maximum hit points by one roll of your Quarry Die.
Any reductions to your maximum hit points by this feature
are undone at the end of your next long rest.
For the duration, you can choose for the bonus damage of Ranger's Quarry to be necrotic. Necrotic damage dealt in this way ignores resistance and treats immunity as resistance.
Finally, when you deal necrotic damage to your Quarry in this way, it cannot regain hit points for the next minute.
Dark Augmentation
7th-level Grim Warden Conclave feature
The sinister magic in enhances your physical capabilities. Your walking speed increases by 10 feet. Also, whenever you make a Strength, Dexterity, or Constitution ability check, you gain a bonus to your roll equal to one roll of your Quarry Die.
Greater Crimson Mark
11th-level Grim Warden Conclave feature
Powerful blood magic infuses all of your strikes. Once per turn, when you hit a creature with a melee weapon attack, you can deal an additional 1d10 necrotic damage to it.
Sinister Resilience
11th-level Grim Warden Conclave feature
The dark magic that flows in your blood grants you defenses against evil magicks. You gain resistance to necrotic damage, and when you reduce your hit points with Crimson Mark, you roll your Quarry Die twice and use the lower result.
Sanguine Mastery
15th-level Grim Warden Conclave feature
The magic of your Warden's Rite manifests its full potential. You have advantage on saving throws to resist the frightened condition, and you are always under the effects of protection from good & evil while you are conscious.
Headhunter
Headhunters are first and foremost trophy hunters. They do not hunt for food, but for sport. The more challenging the opponent, the sweeter the victory, and they relish the mementos they take from the slain. They use these trophies of fallen foes to further feed their slaughter, gaining more power with the more creatures they kill. Some would think of this as murder, but the Headhunter has no such provincial notions. Any creature capable of killing another has a right to do so.
Headhunter Magic
3rd-level Headhunter Conclave feature
You learn an additional spell when you reach certain levels in this class, as shown in the Headhunter Magic Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
Ranger Level Spell
- 3rd: expeditious retreat
- 5th: hold person
- 9th: fear
- 13th: Mordekainain's faithful hound
- 17th: scrying
Dangerous Game
3rd-level Headhunter Conclave feature
You have experience hunting creatures able to turn the tables. While tracking a creature, you can't be surprised by it and have advantage on saving throws made to avoid or resist traps.
Trophy
3rd-level Headhunter Conclave feature
The trophies you take from your vanquished prey take on a magical nature. When you reduce a creature to 0 hit points that has a challenge rating equal to one-quarter your level (rounded up) or greater, you may spend 1 minute within 1 hour of it dying to extract a trophy from its body (this can be its head, scalp, ear, claw, pelt, etc.).
As long as you carry the trophy, you gain a benefit related to the creature’s nature:
- Aberration. Advantage on saving throws against being charmed.
- Beast. Advantage on Wisdom (Animal Handling) checks.
- Celestial. Once per long rest, you can gain 2d8+dex mod temporary hit points.
- Construct. Increases AC by 2.
- Dragon. Advantage on saving throws against being frightened.
- Elemental. Resistance to one damage type associated with the elemental (fire, cold, lightning, etc.).
- Fey. Advantage on Charisma (Deception) checks.
- Fiend. Resistance to fire damage.
- Giant. Advantage on Strength (Athletics) checks.
- Humanoid. Proficiency in one skill of your choice.
- Monstrosity. Resistance to poison damage.
- Ooze. Resistance to acid damage.
- Plant. Advantage on Dexterity (Stealth) checks.
- Undead. Advantage on saving throws against necrotic damage and effects that would reduce your hit point maximum.
You can have a maximum number of trophies equal to your proficiency bonus, and you can’t create one while at your maximum.
Hide-and-Go-Seek
7th-level Headhunter Conclave feature
You can prey upon the false sense of security of creatures who think they are hidden from you. You can track or take the Search action as a bonus action. If you successfully perceive a creature attempting to hide, you gain advantage on the first attack you make against it, and on a successful hit, the attack is a critical hit.
Talking Head
11th-level Headhunter Conclave feature
You can gain specific information concerning a creature through your trophies. As an action while holding a trophy, you can expend a spell slot to gain that creature's most recent memories. You gain access to 24 hours of memories from the creature's death for each level of spell slot you expend. You do not see these memories in real time, instead absorbing 1 hour of memories for each 1 minute you spend observing the memories. You are blinded and deafened to your own senses during this time. You are able to immediately view the memories of any time in the duration you wish, skipping around as you please.
Additionally as an action while holding a trophy, you can expend a spell slot to sense any other species of the creature within 1500 feet of you. For example if you have a young red dragon trophy and use this feature, you would sense young red dragons but not adult red dragons or young blue dragons. You learn the exact number, direction, and distance of the creatures. You know this information for a number of minutes equal to 10 times the level of spell slot expended.
Essence of the Hunt
11th-level Headhunter Conclave feature
At 11th level, you have learned to extract and harness the mystical essence of your defeated prey, using their power to enhance your own abilities. As a bonus action or reaction, you can expend one of your trophies to gain one of the following benefits until the start of your next turn:
Borrowed Skill. You gain proficiency in one skill or tool that the creature had proficiency in. If you already have proficiency in that skill or tool, you gain expertise, allowing you to add double your proficiency bonus to checks made with that skill or tool.
Mimic Resistance. You gain one of the creature’s resistances. If the creature had immunity to a damage type, you instead gain resistance to that damage type.
Legendary Resilience. If the creature had legendary resistances, you gain one legendary resistance. You can expend this resistance to automatically succeed on a saving throw that you would otherwise fail. This resistance lasts until the start of your next turn or until used.
You can only use one trophy per turn, and each trophy can only be used once. After expending a trophy, it crumbles into dust and loses its power.
Finishing Blow
15th-level Headhunter Conclave feature
When you reduce a creature to 20 hit points or lower, the creature must make a Constitution saving throw against your ranger spell save DC. On a failure, it is reduced to 0 hit points instead.
Apex Predator
15th-level Headhunter Conclave feature
At 15th level, you have achieved unparalleled mastery over the hunt, transforming your understanding of your prey into an almost supernatural ability to track, engage, and defeat any creature that stands in your way. You gain the following benefits:
Prey’s Vulnerability. When you hit a creature of a type for which you have a trophy with a weapon attack, it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is stunned until the end of your next turn. You can use this feature once per short or long rest.
Ultimate Tracker. You can track creatures of the selected types as if you had cast the locate creature spell, without expending a spell slot or requiring components. You can track a creature in this way for 1 hour and while you are tracking you must maintain concentration as if you had cast a spell. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Nomad Conclave
Whether by birth, happenstance, or a ritual, the mind of every Nomad has been connected to the mystical web of knowledge known as the Noosphere. This psionic link allows Nomads to access knowledge from far-off places and distant lives. These strange wanderers spend their lives collecting hidden lore to add to this web of information that connects every Nomad.
Drawing on this network, these Rangers can use psionic abilities to slip through cracks in reality, assault the minds
of their foes, and draw on the knowledge of other Nomads.
Nomad Spells
3rd-level Nomad Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: comprehend languages, disguise self
- 5th: detect thoughts, misty step
- 9th: clairvoyance, tongues
- 13th: dimension door, divination
- 17th: commune, seeming
Expunging Strikes
3rd-level Nomad Conclave feature
You can imbue your strikes with the psionic power of the noosphere to disrupt your foe's mind. Once per turn when you hit your Quarry with a weapon attack, you can force it
to make an Intelligence saving throw against your Ranger Spell save DC. On a failure, all damage dealt by your attack becomes psychic damage, and your Quarry can't see, hear, or sense you in any way until the start of your next turn.
Mystic Knowledge
3rd-level Nomad Conclave feature
You can use your connection to the Noosphere to draw knowledge from the Nomads of past and present. Each time you finish a long rest, you gain proficiency in one skill or tool, or learn to speak, read, and write a language of your choice. You retain the knowledge of this language or skill proficiency until the end of your next long rest.
Beginning at 11th level in this class, you gain two proficiencies or languages of your choice through this feature at the end of a long rest, following these rules.
Nomad's Step
7th-level Nomad Conclave feature
You can temporarily merge your consciousness with the Noosphere to avoid harm and move through the world in strange ways. You gain the two features below. You can use these features a combined number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Phase Defense. When you are hit by an attack you can see, you can use a reaction to disappear into the Noosphere, causing that attack to miss. You then instantly reappear in an unoccupied space that you had occupied at some point since the beginning of your previous turn.
Psionic Jaunt. As a bonus action, you expend any amount of your remaining movement to instantly teleport a number of feet equal to the movement you expended, reappearing in an unoccupied space you can see within that range.
Strange Movement
11th-level Nomad Conclave feature
Your connection to the Noosphere has grown. You regain all uses of Nomad's Step when you finish a short or long rest.
Mystical Burst
15th-level Nomad Conclave feature
When reappearing from the Noosphere you can assault your foes with the residual psionic power. When you teleport with a Nomad Spell or Nomad feature, you can force all creatures within 10 feet of the point you appear to make an Intelligence saving throw against your Spell save DC. They take psychic damage equal to one roll of your Quarry Die on a failed save, and half as much on a successful saving throw.
Plague Warden
Plague Warden Spells
Miasma Infusion
Plague Doctor
Toxin Tolerance
Infectious Corruption
Fuming Wounds
Shifter Conclave
While all Rangers have a unique bond with the wilds, those who join the Conclave of Shifters take this bond to its extreme. Using the ancient and powerful magic of Druids, these Rangers are able to change their physical form and take on the shape of the beasts they defend. They use this primal power to stand as guardians of all wildlife and the natural world.
Limited Wild Shape
3rd-level Shifter Conclave feature
You can draw on primal nature magic to take the shape of beasts, much like a Druid does. You gain the ability to Wild Shape. As a bonus action on your turn, you can use this ability to assume the form of any beast that you have physically touched while it was living.
Your Ranger level determines the maximum CR of the beasts that you can transform into, as shown in the table below. You must obey all the other rules for Wild Shape as they are detailed in Druid's Wild Shape feature in the Player's Handbook. See the table below:
Ranger Level | Max CR | Beast Limitations | Example Beasts
- 3rd | 1/4 | No Fly or Swim Speed | Panther
- 7th | 1/2 | No Fly Speed | Reef Shark
- 11th | 1 | — | Giant Eagle
- 17th | 2 | — | Cave Bear
You can stay in Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, or if you fall unconscious, you drop to 0 hit points, or you die.
Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use Wild Shape again.
Shifter Spells
3rd-level Shifter Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: animal friendship, beast bond
- 5th: alter self, pass without trace
- 9th: conjure aninmals, nondetection
- 13th: dominate beast, guardian of nature
- 17th: commune with nature, tree stride
Wild Empathy
3rd-level Shifter Conclave feature
The nature magic you wield enables a bond with the beasts you defend. You learn the Wild Insight I Knack, but it does not count against your total number of Knacks Known. If you already know Wild Insight I, you instead learn another
Knack of your choice that you meet the prerequisites for.
Drudic Soul
7th-level Shifter Conclave feature
The primal power you channel grants you the abilities of a true Druid. You learn to speak Druidic, and you can use it to decode and leave hidden messages for other Druids. You also count as a Druid for the purposes of attuning to magic items.
Finally, your Wild Shape form's attacks count as magical for the purpose of overcoming resistances and immunities.
Empowered Shapes
11th-level Shifter Conclave feature
You can infuse your Wild Shape transformation with primal magic. As part of the bonus action you use to Wild Shape, you can expend a spell slot of 1st-level or higher to exceed the normal CR limitations of Wild Shape. When you do so, you can transform into a beast with a CR equal to or lower than the level of the spell slot you expended to transform.
Once you use this feature you must finish a short or long rest before you can empower Wild Shape in this way again.
Moreover, you can roll your Quarry Die for the damage die of your Wild Shape form attacks unless the form's is higher.
Thousand Forms
15th-level Shifter Conclave feature
You are so in tune with your abilities that you can transform your normal form in subtle ways at will. You can cast alter self at will, targeting only yourself, without expending a spell slot.
Spirit Warden
Aspects born from the actions of mortal creatures upon the natural world, the spirits embody the memories of all those who came before. Keepers of forgotten knowledge and experiences, the spirits allow glimpses into the long lost past, a lens through the eyes of those who once walked where we walk, who felt and feared and hoped as we do. Spirit wardens can communicate with these spirits, they can relive the past as if they were present there, and serve as a passage for the spirits to interact with the physical world.
Spirit Warden Magic
3rd-level Spirit Warden feature
You learn an additional spell when you reach certain levels in this class, as shown in the Spirit Warden Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Spirit Warden Spells
- 3rd: heroism
- 5th: enhance ability
- 9th: spirit guardians or spirit shroud
- 13th: guardian of faith
- 17th: bigby’s hand
Summoning Amulet
3rd-level Spirit Warden feature
A tiny object that allows you to serve as aconduit for the spirits; it can take the form of
a small crystal containing a colorful, ever- shifting mist, or an ashen piece of wood
inscribed with an unknown script, or another tiny object of your choosing.
You can use this object as a spellcasting focus for your spells. While this object is in your possession, you can allow the spirit you currently have summoned to talk through you, possibly taking possession of your body whenever your DM deems it appropriate. If you need to replace the amulet, you can spend one long rest in commune with the spirits, and a new amulet will appear on your person at the end of the long rest.
Spiritual Summoning
3rd-level Spirit Warden feature
You can perform a ritual with the help of your summoning amulet to summon one of the spirits from the Spirit List to your aid. The ritual takes 10 minutes to complete. Once you’ve summoned a spirit, you gain its bonuses until you finish a long rest, or until you summon another spirit. You can perform the summoning ritual a number of times each day equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.
Spiritual Guidance
7th-level Spirit Warden feature
The spirits lend you their guidance while you commune with them.
While you are performing the ritual from the Spiritual Summoning feature, you can cast the augury spell without expending a spell slot or providing the material components.
Expedient Summoning
11th-level Spirit Warden feature
As your connection with the spirits deepens, so does your ease of summoning them and their hold on your body.
Once per long rest, you can summon a spirit as a reaction.
Additionally, if you have a spirit summoned when you are reduced to 0 hit points, you can choose not to fall immediately unconscious, instead, the spirit takes control of your body for a number of rounds equal to your proficiency bonus.
You gain a number of temporary hit points equal to your level in this class, and you can continue to control your character as if you were still conscious, but you roleplay as the spirit you have summoned. Alternatively, your DM can take control of your character for this time, acting as if they were the spirit. If you are healed while in this state, you regain consciousness and control of your character, but you lose the temporary hit points granted by this feature and your summoned spirit dissipates.
If you aren't healed before the duration elapses, or your temporary hit points drop to 0, you fall unconscious and your summoned spirit dissipates. You can use this feature once per long rest.
Otherwordly Army
15th-level Spirit Warden feature
Through you the spirits have come to exert greater influence on the physical world, allowing them to aid not only yourself, but also your allies.
Once per long rest, as an action, you can choose a number of willing creatures up to your Wisdom modifier (minimum of 1) that you can see within a 30-foot radius. For 1 hour, they gain the benefits of the spirit you currently have summoned. They retain this bonus even if they leave the 30-foot area around you.
A creature affected by this feature can dismiss this bonus on themselves on their turn (no action required).
Spirit List
Andraste, the Poet
Before a captivated audience, it is at home; the spirit formed in the image of bards, courtiers and diplomats, they who knew that a few choice words spoken in the right ears could decide the fate of empires.
You gain proficiency with the Deception, Performance, and Persuasion skills, and you double your proficiency bonus for these skills if you are already proficient in them when you summon this spirit.
If you fail an ability check involving one of these skills, you can re-roll that ability check and take the new roll or add your Wisdom modifier to the roll (your choice), as Andraste’s words leave your lips without crossing your mind.
Arara, the Mother
A kind touch, the comfort of a loving parent; the spirit born from the sacrifices made by those who sought to protect and nurture the young.
As a warm presence embraces you, you gain temporary hit points equal to your level in this class plus your Wisdom modifier when you summon this spirit. Additionally, you can use your reaction when you are hit by an attack roll or fail a saving throw to add your Wisdom modifier as a bonus to your armor class for that attack or to that saving throw, as Arara interposes itself between you and harm.
Once you’ve used this reaction a number of times equal to your proficiency bonus, this spirit dissipates until you summon it again.
Caeldrim, the Hunter
A relentless predator on the heels of an exhausted prey; when the survival of so many relied on the tenacity of hunters, their efforts gave form to this spirit.
Your movement doesn’t provoke opportunity attacks, and, as Caeldrim's instincts heighten your own, whenever a hostile creature enters or leaves your melee range, you can use your reaction to move up to your movement speed.
When you reach 15th level in this class, your movement speed increases by 10ft., and difficult terrain no longer costs you extra movement.
Eiravel, the Navigator
The bending edge of the world, infinite flickering stars shining the way for a rocking ship; formed from the desperation of those lost in the waves and the ingenuity it took for them to rediscover their path, this spirit will always find its way.
You gain proficiency with the Nature, Perception, and Survival skills, and you double your proficiency bonus for these skills if you are already proficient in them when you summon this spirit.
Additionally, you can see up to 1 mile away without difficulty, and attacking at long range doesn’t impose disadvantage on your ranged attack rolls, as Eiravel lends you its supernatural senses.
Hadarai, the Crafter
The ringing of hammers molding metal, nature conquered and transformed by fire and steel; this spirit developed as the world grew beyond base desires.
You gain proficiency with three artisan’s tools of your choice, and, if you are already proficient with the tools you’ve chosen, you double your proficiency bonus when making ability checks involving these tools.
Additionally, it takes you half the time and gold cost to produce an item with the tools you’ve chosen, as the practice of countless craftsmen guide your hands through Hadarai.
Ivellios, the Arcanist
Lightning flying horizontal to the earth, burning through the air, fire erupting from seemingly nowhere; as the hands of mortals plucked at the strings of the Weave, this spirit of the arcane took form.
You gain proficiency with the Arcana skill, and you double your proficiency bonus for this skill if you are already proficient in it when you summon this spirit.
Choose two cantrips from the Wizard’s spell list; you know these cantrips while this spirit is summoned, they count as ranger spells for you, and, as Ivellios uses its magical acumen to translate these spells for you, you use your Wisdom as your spellcasting ability for them.
Koeth, the Prankster
A bit of fun in such a dire world, the laughing innocence of mischievous youth; for the brief moment children lived in a kinder world, this spirit joined in their playfulness, a shared companion between them all.
You gain proficiency with the Acrobatics, Sleight of Hand, and Stealth skills, and you double your proficiency bonus for these skills if you are already proficient in them when you summon this spirit.
As an action, you can become invisible for 1 minute, as if you were under the effects of the invisibility spell. You can only become invisible in this way once each time you summon this spirit, as Koeth gets tuckered out after playing hide and seek.
Sariel, the Warrior
Steel clashing, echoing roars of fear and anger, blood spilling and dripping and pooling, the rumbling in the earth as men charged to their end; born from pain, prayer and despair, this spirit learned from the mistakes of those lost on the battlefield.
As a bonus action, you can choose to add a 1d4 bonus to your next weapon attack roll or weapon damage roll. This bonus increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level. If you roll a 1 on this bonus, you can re-roll the die once and take the new roll, as Sariel adjusts your grip on your weapon and your form as you strike.
Stargazer Conclave
Since ancient times, mortals have looked to the stars of night for stories of the past, omens for the present, and portents of the future. The Rangers known as Stargazers dedicate their lives to the study of stars and constellations, and can draw on their radiant power to conjure celestial magic, vanquish their foes, and twist the threads of fate for those around them.
Constellation Magic
3rd-level Stargazer Conclave feature
You draw your power from the constellations of the night sky. Each time you finish a long rest, you attune yourself to one of the Constellations below. While attuned, you always have the corresponding Constellation spells, one cantrip and 1st-level spell, prepared. They become Ranger spells for you, but they don't count against the total number of spells you prepare. They also count as your Conclave Spells for 3rd level.
You can cast your 1st-level Constellation spell once without expending a spell slot, at the level of your highest level slot as shown on the Ranger table for your level, and you regain the ability to do so when you finish a short or long rest.
Constellation | Cantrip | 1st-level Spell
- Adder | thorn whip | inflict wounds
- Bear | resistance | wrathful smite
- Elephant | guidance | bless
- Snow Hare | minor illusion | armor of agathys
- Stag | shillelagh | heroism
- Wolf | true strike | guiding bolt
Celestial Guidance
3rd-level Stargazer Conclave feature
The constellations of the night sky guide your steps. You gain proficiency in your choice of either cartographer's tools or navigator's tools. Also, whenever you make an ability check with either set of tools you add a roll of your Quarry Die to the result.
Finally, you can't become lost, even by magical means so long as you can see the stars of the night sky.
Stargazer Spells
3rd-level Stargazer Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: Constellation Magic
- 5th: mind spike, moonbeam
- 9th: beacon of hope, clairvoyance
- 13th: divination, guardian of faith
- 17th: dawn, wall of light
Threads of Fate
7th-level Stargazer Conclave feature
You can use the insights you gain from the stars to twist fate. When a creature you can see within 30 feet makes an ability check or saving throw, you can use your reaction to add your Wisdom modifier (minimum of +1) to the result of its roll. You must use this reaction before you know if it succeeds or fails.
You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.
Starlight Strikes
11th-level Stargazer Conclave feature
You infuse your weapons with the power of celestial starlight. Once per turn, when you hit a creature with a weapon attack or damage it with a Ranger spell, you deal additional radiant damage equal to one roll of your Quarry Die.
Resplendent Soul
15th-level Stargazer Conclave feature
When a creature you can see targets you with an attack, you can use a reaction to release a targeted flash of light toward it, forcing it to make a Constitution saving throw against your Spell save DC. On a failure, it takes radiant damage equal to three rolls of your Quarry Die, and the attack misses you.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses when you finish a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use this again.
Trapper Conclave
While all Rangers have some skill with snares and traps, few are true masters of the craft. These Trappers are meticulous planners with mechanical minds who use their skills to plan ambushes and set snares for their foes. They have a talent for anticipating their foe's next move and laying the perfect trap.
Trapper Spells
3rd-level Trapper Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: alarm, ensnaring strike
- 5th: cordon of arrows, find traps
- 9th: glyph of warding, slow
- 13th: grasping vine, resilient sphere
- 17th: planar binding, transmute rock
Meticulous Fingers
3rd-level Trapper Conclave feature
You are exceptionally gifted with mechanical objects and traps. You gain proficiency in Sleight of Hand and with
Thieves' and Tinker's Tools, and whenever you make an ability check with these tools or skill, you add one roll of your Quarry Die to the result.
Moreover, your precise hands allow you to take the Use an Object action as a bonus action on each of your turns.
Trap Adept
3rd-level Trapper Conclave feature
You learn the Trapper Knack, but it does not count against your total Knacks Known. If you already know the Trapper Knack you can learn another Knack of your choice.
Also, when you have access to the inner workings of a trap that has been disarmed, you can use tinker's tools
to rearm the trap (so long as rearming it is possible), and when you do so, its new DC is equal to your Ranger Spell save DC.
Combat Snares
7th-level Trapper Conclave feature
You can quickly assemble and utilize makeshift traps in combat. As an action, you can craft a Trap (using the Trapper Knack) and throw it at a space you can see within 20 feet. Creatures in the space of the Trap must make a saving throw as if it had moved into the Trap's space, suffering its effects on a failed save as normal. Traps crafted in this way only last for 1 minute.
You can also take the Use an Object action to throw a Trap that you had already crafted (for example, the Traps crafted with Trapper Knack) at a creature in this way.
Deadly Snares
11th-level Trapper Conclave feature
A creature marked as your Quarry has disadvantage on its initial saving throw against Traps you created or modified, and it automatically fails its initial saving throw against your Traps if it is unaware of the Trap's location.
Greater Traps
11th-level Trapper Conclave feature
Your skills as a Trapper have grown. At the end of each long rest, you craft a number of Traps (with Trapper) equal to 1 + your Wisdom modifier (a minimum of 2 Traps).
Additionally, any Traps you craft with Trapper now work on creatures that are Huge or smaller, and if a creature makes a saving throw against your Trap, it takes magical bludgeoning, piercing, or slashing damage (your choice) equal to three rolls of your Quarry Die on a failure, and half that on a success.
Master of Traps
15th-level Trapper Conclave feature
You are always ready to lay a trap. When you roll initiative you can use your reaction to craft one Trap and throw it to one unoccupied space you can see within 20 feet of you.
Also, whenever you craft a Trap, you can choose whether it takes up a 10-foot square or a single 5-foot square.
Treestrider
Treestriders have ventured beyond the boundaries of their world by communing with Yggdrasil, the World Tree. Within its roots and branches, these rangers find countless doors to cross over to other realms and obtain a newfound awareness, provided they are capable enough to brave the twisting paths. These mystical travelers can be warriors, manipulating the battlefield to their advantage by summoning projections of the World Tree; knowledge-seekers, walking the paths of Yggdrasil to uncover its wisdom; or even caretakers, tending to their companions through their all-reaching magic. Their home is everywhere, and their own roots keep growing deeper.
Yggdrasil Magic
3rd-level Treestrider Conclave feature
You learn an additional spell when you reach certain levels in this class, as shown in the Yggdrasil Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spells
- 3rd: comprehend languages, message
- 5th: misty step
- 9th: clairvoyance
- 13th: banishment
- 17th: scrying
Branches of the Ash
3rd-level Treestrider Conclave feature
Your connection with the World Tree allows you to invoke its extensions to take advantage of their ubiquity. As an action, you can conjure a number of Branches of Yggdrasil equal to your Wisdom modifier (minimum of 1) within 60 feet of you. A Branch of Yggdrasil has the following properties:
- It occupies a 5-foot-radius, 10-foot-high cylinder.
- It is considered a magical effect for all rules purposes.
- Objects and creatures can move through it and can occupy the same space it occupies as though it wasn’t there.
- It can be targeted by attacks and spells and can be subjected to any damaging effect or spell. It has an AC of 10 + your proficiency bonus, and taking any amount of damage causes it to disappear. It is immune to psychic damage.
- If, at any time, it's more than 120 feet away from you, the Branch of Yggdrasil disappears.
For 1 minute after you expend a use of this feature, you can conjure one Branch of Yggdrasil in a space within 60 feet of you without expending a use of this feature. You can do this once per turn, as part of any other action. After this minute, all Branches of Yggdrasil disappear. You can make any or all Branches disappear at any time (no action required).
You can't conjure a Branch of Yggrasil behind total cover.
When you expend a use of this feature, any Branch of Yggdrasil previously conjured disappears.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Branching Connections
3rd-level Treestrider Conclave feature
The Branches of Yggdrasil that you conjure connect the spaces they touch, allowing you and your allies to move items across the battlefield and deliver attacks from one branch to the other. Any creature of your choice (including you) can interact with your Branches of Yggdrasil in the following ways:
- If there is a Branch of Yggdrasil within 5 feet of you, you can use it to teleport a melee attack to another Branch of Yggdrasil and target a creature within 5 feet of that Branch. You see your target as if you were occupying the space of the delivering Branch. Once you make an attack in this way, one Branch within 5 feet of you disappears.
- You can use Branches of Yggdrasil to teleport a projectile or thrown weapon. When you make a ranged weapon attack, you can choose a Branch of Yggdrasil to receive the attack, and another Branch of Yggdrasil to deliver the attack. The effective distance of the attack equals the distance that separates you and the receiving Branch of Yggdrasil, plus the distance that separates the delivering Branch of Yggdrasil and your target. You have to be able to see your target to make an attack this way, but you check for cover considering the new direction of the projectile or weapon. Once you make an attack this way, the Branch of Yggdrasil that received the projectile or weapon disappears. When you reach 11th level in this class, you can use this benefit to teleport a ranged spell attack as well.
- If there is a Branch of Yggdrasil within 5 feet of you, you can take a bonus action and use it to teleport an item that can be held in one hand. The item disappears and immediately reappears in the space occupied by another Branch of Yggdrasil of your choice, falling on the ground. A creature within 5 feet of the delivering Branch that sees the item apparating can take a reaction to snatch the item, provided they have a free hand to do so. If more that one creature take this reaction, they make a contested Dexterity check, and the winner manages to grab the item.
Channelling Connections
7th-level Treestrider Conclave feature
Your bond with the World Tree deepens: you can now physically travel through its extensions, and use them to channel magic. Any creature of your choice (including you) can interact with your Branches of Yggdrasil in the following additional ways:
- If there is a Branch of Yggdrasil within 5 feet of you, you can take a bonus action to instantly teleport to an unoccupied space within 5 feet of another Branch of Yggdrasil. After you teleport, the Branch from which you teleported disappears.
- When you cast a spell with a range of touch, you can choose a Branch of Yggdrasil as the target of the spell. If you do, another Branch can deliver the spell to a new target within 5 feet of the Branch. When you cast a spell this way, the Branch that you chose as the target of the spell disappears.
Manifestation of Ratatoskr
7th-level Treestrider Conclave feature
You can call upon the legendary messenger of Yggdrasil to aid you. As an action, you can summon a magical squirrel, which you can command to perform one of the following actions:
- The squirrel can send a short message of twenty-five words or less to a creature with which you are familiar. You tell the message to the squirrel, which disappears and instantly reappears before the recipient, speaking in your voice. The creature recognizes you as the sender if they know you, and can answer in a like manner immediately. The squirrel makes it so creatures with Intelligence scores of at least 1 can understand the meaning of your message. The squirrel can send the message across any distance and even to other planes of existence.
- The squirrel can deliver an object to a creature with which you are familiar. The object must fit in a 5-foot-cube. You give the object to the squirrel, which instantly teleports to the recipient. The squirrel can wait for up to 1 minute for someone to take the object. If no one does, the squirrel teleports back to you bringing the object along with it.
- The squirrel can bring you a simple object. The object can be a shield, a weapon from the Weapons table, an item from the Adventuring Gear table, or any one non-magical item that costs no more than 50 gp. When you make your request, the squirrel magically disappears, reappearing 24 hours later with the object you requested.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Undying Connections
11th-level Treestrider Conclave feature
The extension you conjure are difficult to sever and grant you even more possibilities, as your grip on the World Tree strengthens. Any creature of your choice (including you) can interact with your Branches of Yggdrasil in the following additional way:
- When you cast a spell, you can choose a Branch of Yggdrasil within 5 feet of you that you can see and another Branch within 60 feet of you that you can see. The spell is cast as if you were occupying the same space of the chosen Branch that is within 60 feet of you. Once you cast a spell this way, the chosen Branch of Yggdrasil that is within 5 feet of you disappears.
Additionally, when a Branch of Yggdrasil would disappear as a result of taking damage, make a Constitution saving throw. On a successful save, the Branch of Yggdrasill doesn't disappear. The DC of the save equals 10 or half the damage inflicted to the Branch of Yggdrasil, whichever is higher.
The Wells of Mímir, Urdr and Hvergelmir
15th-level Treestrider Concalve feature
Yggdrasil is held by three strong roots, each of which reaches one distinct well in three different Realms. You are able to use your connection to the World Tree to briefly tap into the powers of those wells. When you use this feature, choose one of the following options:
- As you reach into the immense wisdom of the Well of Mímir, you can cast the legend lore spell once without expending a spell slot. You don’t need material components to cast the spell.
- As you reach into the Well of Ur∂r, from which the Norns tend to the World Tree, you can cast the divination spell once without expending a spell slot. You don’t need material components to cast the spell. The spell puts you in contact with one of the Norns.
- As you reach into the Well of Hvergelmir and follow its world-spanning rivers, you can cast the teleport spell once without expending a spell slot. You don’t need material components to cast the spell.
Once you have used this feature, you can't use it again until you finish a long rest.
Wastelander
While all Rangers have the skills to survive in the wilds, those known as Wastelanders are true masters of survival. Rugged wanderers, they have adapted to survive in the harshest lands imaginable; arid deserts, frozen tundra, great alpine heights, and magical wastelands. These survivalists combine a talent for illusion magic and protective gear to survive anywhere.
Wastelander Spells
3rd-level Wastelander Conclave feature
You always have certain spells prepared at the Ranger levels in the table below. The spells count as Ranger spells for you, but they don't count against the spells you prepare each day.
Ranger Level Spell
- 3rd: absorb elements, silent image
- 5th: invisibility, mirror image
- 9th: major image, wall of sand
- 13th: greater invisibility, hallucinatory terrain
- 17th: commune with nature, mislead
Wasteland Weaver
3rd-level Wastelander Conclave feature
You have mastered an ancient pattern of enhancing clothing, that enables a supernatural level of survivability. You gain proficiency with weaver's tools, and you can add double your proficiency bonus to any check you make with these tools.
At the end of each long rest, you can use weaver's tools to enhance one set of clothing or cloak. While a creature wears this enhanced garment it gains the following benefits:
- It gains a bonus to Dexterity (Stealth) checks to hide in wasteland and wilds equal to one roll of your Quarry Die.
- It requires one-quarter as much water in order to survive.
- It has advantage on saving throws to resist the effects of harsh environments and subsequent exhaustion levels.
- During each long rest, you must spend 1 hour maintaining any garments you have enhanced or they lose these beneficial properties. You can maintain a number of garments equal to your Wisdom modifier (a minimum of 1 set of garments).
Wilderness Adept
3rd-level Wastelander Conclave feature
You are able to survive the most inhospitable environments. You learn one of the following Knacks of your choice: Alpine Adept, Aquatic Adept, Arctic Adept, Desert Adept, or Jungle Adept. You learn another at 7th, 11th, and 15th levels.
Starting at 7th level, you can choose Planar Adept as the Knack you learn from this feature. The Knacks you gain this way do not count against your number of Knacks Known.
Rugged Resilience
7th-level Wastelander Conclave feature
You imbue the mystical weave of your enhanced garments with illusion magic. A creature wearing one of your enhanced garments can use a bonus action to cast invisibility on itself.
It can do so three times, but when the last use is expended, the garment loses any beneficial properties. Your enhanced garments regain all uses of this feature when you spend time during a long rest maintaining your enhanced garments.
Illusory Strikes
11th-level Wastelander Conclave feature
You enhance your combat style with potent illusion magic. When you take the Attack action on your turn, you can use a bonus action to create an Illusory Duplicate of yourself in an unoccupied space you can see within 30 feet. It makes one attack with a duplicate of your weapon, which deals force damage in place of your weapon's damage and disappears.
Mirage Transposition
15th-level Wastelander Conclave feature
You can use a bonus action to create your Illusory Duplicate even if you do not take the Attack action. When you conjure an Illusory Duplicate, you can instantly switch places with it.
Level | Proficiency Bonus | Features | Knacks Known | 1st | 2nd | 3rd | 4th | 5th | Quarry Die |
---|
1st | +2 | Fighting Style, Knacks, Wild Expertise | 1 | - | - | - | - | - | - |
2nd | +2 | Spellcasting, Ranger's Quarry, Favored Terrain, Nimbleness | 2 | 2 | - | - | - | - | d4 |
3rd | +2 | Ranger Conclave, Hasty Recovery, Vital Strike | 3 | 3 | - | - | - | - | d4 |
4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - | d4 |
5th | +3 | Extra Attack, Feral Senses | 3 | 4 | 2 | - | - | - | d4 |
6th | +3 | Ranger's Quarry (8 hours) | 4 | 4 | 2 | - | - | - | d6 |
7th | +3 | Conclave Feature | 4 | 4 | 3 | - | - | - | d6 |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | d6 |
9th | +4 | Primal Endurance, Wild Expertise | 5 | 4 | 3 | 2 | - | - | d6 |
10th | +4 | Ranger's Quarry (24 hours), Disappearance | 5 | 4 | 3 | 2 | - | - | d8 |
11th | +4 | Conclave Feature, Tireless | 5 | 4 | 3 | 3 | - | - | d8 |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 3 | - | - | d8 |
13th | +5 | Thrill of the Hunt | 6 | 4 | 3 | 3 | 1 | - | d8 |
14th | +5 | Ranger's Quarry (1 week) | 7 | 4 | 3 | 3 | 1 | - | d10 |
15th | +5 | Conclave Feature | 7 | 4 | 3 | 3 | 2 | - | d10 |
16th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 2 | - | d10 |
17th | +6 | Exotic Favored Terrain | 8 | 4 | 3 | 3 | 3 | 1 | d10 |
18th | +6 | Ranger's Quarry (Indefinite), Feral Senses, Ghost Hunter | 9 | 4 | 3 | 3 | 3 | 1 | d12 |
19th | +6 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 2 | d12 |
20th | +6 | Foe Slayer, Wild Supremacy | 10 | 4 | 3 | 3 | 3 | 2 | d12 |