Class - Variant Ranger
Class - Variant Ranger
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The Ranger VERSION 1.81
▬Spell Slots per Spell Level▬
Proficiency
Level Bonus Features Marks 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Mark of the Hunt 3 — — — — —
2nd +2 Fighting Style, Spellcasting 3 2 — — — —
3rd +2 Ranger Archetype 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack, Mark of the Hunt improvement 4 4 2 — — —
6th +3 Hide in Plain Sight, Land's Stride 4 4 2 — — —
7th +3 Ranger Archetype feature 4 4 3 — — —
8th +3 Ability Score Improvement 4 4 3 — — —
9th +4 — 4 4 3 2 — —
10th +4 Evasion, Ranger's Mark improvement 4 4 3 2 — —
11th +4 Mark of the Hunt improvement, Ranger Archetype feature 5 4 3 3 — —
12th +4 Ability Score Improvement 5 4 3 3 — —
13th +5 — 5 4 3 3 1 —
14th +5 Vanish 5 4 3 3 1 —
15th +5 Ranger Archetype feature 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 — 6 4 3 3 3 1
18th +6 Feral Senses 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Foe Slayer 6 4 3 3 3 2
Class Features
As a ranger, you have the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier
per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics,
Insight, Investigation, Nature, Medicine, Perception, Stealth,
and Survival
Equipment
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
Alternatively, you can forego the equipment from your class and
background, and start with 5d4 x 10 gp.
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Deft Explorer
Your experience traveling through varying environments has
taught you techniques for surviving through even the harshest
conditions.
Choose either the Nature or Survival skill. You become
proficient with the chosen skill, and your proficiency bonus is
doubled when you make ability checks using that skill.
For each minute you spend studying a creature's tracks, you can
learn one particular statistic of the creature - chosen from its type,
size, speeds, or if it is proficient with the Acrobatics, Athletics, or
Stealth skills.
Also, you and creatures you travel with gain the following
benefits:
• Difficult terrain doesn’t slow your travel.
• You don't need to reduce your pace to travel stealthily.
• You can reroll any hit dice you roll once if the result of the die is
lower than your proficiency bonus, and use the higher result.
• When you finish a short rest, you can reduce your exhaustion
level by 1. You can't do so again until you finish a long rest.
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Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since
your magic draws upon your attunement to nature. You use your
Wisdom whenever a spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving
throw DC for a ranger spell you cast and when making an attack
roll with one. Hide in Plain Sight
Spell save DC = 8 + your proficiency bonus + Starting at 6th level, you gain a +5 bonus to Dexterity (Stealth)
your Wisdom modifier checks while you press yourself against a solid surface made of
Spell attack modifier = your proficiency bonus + natural materials, such as a tree or stone wall that is large enough
your Wisdom modifier to provide you cover, or such as when you are prone against grassy
groundcover, as the materals magically rearrange and mold to
Ritual Casting provide you appropriate camouflage.
You can cast any ranger spell you have prepared as a ritual if that You lose this benefit until the start of your next turn if you move
spell has the ritual tag. more than 5 feet on your turn while you are within 60 feet of a
creature that can see you.
Ranger Archetype Land's Stride
At 3rd level, choose an archetype to strive towards, such as Beast
Master, Dragonguard, Hunter or Primeval Watch. Your Also at 6th level, land around you recognizes you as its protector
choice grants you features at 3rd level and again at 7th, 11th, and and provides you safe passage. Non-magical difficult terrain costs
15th level. you no extra movement, and plants can't slow you down and can't
damage you via thorns, spines, or other similar hazards that they
Ability Score Improvement have.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th Evasion
level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you Beginning at 10th level, you can nimbly dodge away from certain
can't increase an ability score above 20 using this feature. area effects, such as a red dragon's fiery breath or an Ice Storm
spell. When you are subjected to an effect that allows you to make
a Dexterity saving throw to take only half damage, you instead
Extra Attack take no damage if you succeed on the saving throw, and only half
Beginning at 5th level, you can attack twice, instead of once, damage if you fail.
whenever you take the Attack action on your turn.
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Vanish Animal Companion
Starting at 14th level, you can take the Hide action as a bonus Also at 3rd level, you can call forth an animal from the wild to serve
action on each of your turns. Whenever you successfully hide, you as your faithful companion, bonding its soul with your own.
become invisible and leave no tracks or traces of your presence You can spend 8 hours of uninterrupted concentration while
until the start of your next turn, or until you attack or cast a spell. remaining within a natural habitat to find an animal companion,
which follows you faithfully thereafter. You find your first animal
Feral Senses companion as part of gaining this feature.
Your companion can be chosen from any Small or larger single
At 18th level, you never have disadvantage on attack rolls against beast of challenge rating 1/4 or lower. However, your DM might
creatures you've marked for hunting. only allow certain animals, based on the surrounding terrain and
You are also aware of the location of each creature within 30 feet on what types of creatures would logically be present in the area.
of you, provided that the creature isn't hidden from you and you You can have only one animal companion at a time.
aren't blinded or deafened. Your animal companion obeys your commands as best it can. It
moves and acts during your turn, but you determine its actions,
Foe Slayer decisions, attitudes, and so on. You and your companion can move
At 20th level, once per turn, you can add your Wisdom modifier to and act in any order you choose. If you are incapacitated or absent,
the attack and damage rolls of one weapon attack you make. You your companion acts on its own.
can do so after the attack roll, but before determining the attack's Your companion is trained specifically to fight in unison with
outcome. you. The following rules apply while it is bonded to you by this
Also, when you hit a creature that you've marked for hunting feature:
with an attack, you can choose to score a critical hit and add an • It can't take the attack actions in its stat block, but it can make
extra 6d6 damage to the critical hit. You can't do so again until you unarmed strikes, which use a d4 for damage.
finish a short or long rest. • It is proficient in two saving throws and two skills of your
choice, in addition to its normal saving throw and skill
proficiencies.
Ranger Archetypes • It understands one language of your choice that you speak.
At 3rd level, a ranger gains the Ranger Archetype feature. Below • It gains a bonus to its attack rolls, to its armor class, and to
are revised options for this feature - which replace the Ranger saving throws and skills which it is proficient in. This bonus
Archetypes with the same name contained in the Player's equals your proficiency bonus minus 2 (minimum of +0).
Handbook - as well as entirely new options. When you gain this feature, and again for each of your ranger
levels above 3rd, your companion gains a hit die and its maximum
Beast Master hit points increase by an amount equal to its Constitution
modifier (minimum of 1) plus four. Also, whenever you gain the
The Beast Master archetype embodies a friendship between the Ability Score Improvement feature from this class, your
civilized races and the beasts of the world. United in focus, beast companion can increase one ability score of your choice by 2, or it
and ranger work as one to fight the monstrous foes that threaten can increase two ability scores of your choice by 1, to a maximum
civilization and the wilderness alike. Emulating the Beast Master of 20.
archetype means committing yourself to this ideal, working in
If your animal companion is ever slain, the magical bond you
partnership with an animal as its companion and friend.
share allows you to return it to life when you finish a long rest. You
Beast Master Magic can return an animal companion to life in this manner even if you
do not possess any part of its body. If you use this ability to return
Starting at 3rd level, you always have additional spells prepared a former companion to life while you already have a companion,
when you reach certain levels in this class, shown in the Beast your current companion leaves you and is replaced by the restored
Master Spells table. These spells counts as ranger spells for you, companion.
and they don’t count against the ranger spells you can prepare.
Beast Master Spells
Ranger Level Spell
3rd find familiar
5th warding bond
9th conjure animals
13th dominate beast
17th awaken
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On Creature Proficiency
It can be difficult to discern a creature's proper bonuses, so
these tips will help you understand how proficiency and ability
scores apply to a creature's statistics. A creature's CR number
determines its proficiency bonus as if it were the same level in
any class, and its proficiency bonus can't be less than +2
regardless of its CR.
This calculation is incorporated into a creature's stat block for
you. For example, a wolf's bite has bonus to hit of +4, a result of
adding its proficiency bonus of +2 and its Dexterity modifier of
+2. The wolf's bite saving throw DC is set to 11 (8 + its
proficiency bonus + its Strength modifier). When you reach 5th
level, your companion's proficiency bonus will increase to +3.
This increases its bonus to hit to +5 and the saving throw DC of
its bite to 12.
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Dragonguard
Dragonguards are rangers in stalwart service to dragons. They
offer servitude to these proud creatures in the form of defending
their territory. In exchange, dragons can offer use of their
supernatural abilities to a dragonguard. However, these rangers
are wise to remember that dragons are far too intelligent and
prideful to be tamed, and that the ire of a dragon is long-lasting.
Dragonguard Magic
Starting at 3rd level, you always have additional spells prepared
when you reach certain levels in this class, shown in the
Dragonguard Spells table. These spells counts as ranger spells for
you, and they don’t count against the ranger spells you can
prepare.
Dragonguard Spells
Ranger Level Spell
3rd cause fearXGtE
5th dragon's breathXGtE
9th fly
13th polymorph
17th control windsXGtE
Dragon Servant
When you choose this archetype at 3rd level, you are bound to
serve a dragon and protect its territory. You can speak, read, and
write Draconic. Also, choose one dragon color from the list below,
which determines the form your dragonguard features will take
and grants you resistance to the color's damage type.
Dragon Servant Colors
Dragon Color Damage Type
Black acid
Blue lightning
Brass fire
Bronze lightning
Copper acid
Gold fire
Green poison
Red fire
Silver cold
White cold
RANGER ARCHETYPES: 7
DRAGONGUARD
Spectral Rider
Dragon Aspect At 7th level, a spectral, flowing visage of your normal form rides
your dragon form, synchronizing your abilities with the dragon's.
Medium dragon, unaligned Your dragon form gains your normal form's senses, and it
becomes proficient in any skills that you are proficient with.
Armor Class 16 (natural armor)
Additionally, you can add your proficiency bonus to the damage
Hit Points 22 (3d8 + 9)
dealt by your dragon's breath spell in both your normal form and
Speed 30 ft., fly 60 ft., swim 30 ft.
dragon form.
STR DEX CON INT WIS CHA
Frightful Aspect
18 (+4) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 14 (+2)
At 11th level, the dragon aspect within you creates a presence that
Saving Throws Dex +2, Con +5, Wis +2, Cha +4 you can invoke to strike fear into your foes.
Skills Perception +4, Stealth +2 You can use your action to choose any number of creatures
Senses passive Perception 14 within 60 feet of you. A chosen creature that can see or hear you
Languages Draconic must succeed on a Wisdom saving throw against your spell save
Challenge 1 (200 XP) DC or be frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on
Actions a success.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Once you have used this feature, you can't use it again until you
9 (1d10 + 4) piercing damage. finish a long rest.
Freedom's Wing
Aspect of the Dragon At 15th level, you can use your dragon aspect to sprout wings,
Also at 3rd level, through a combination of dragon and ranger allowing you to escape danger even while you are not
magic, you can draw the aspect of a dragon into yourself, transformed.
assuming its form. As a reaction after you are hit with a melee attack, the attacker
You can use your bonus action to transform into a Dragon must succeed on a Strength saving throw against your spell save
Aspect (game statistics below). You remain in this form for a DC or be knocked prone. You can then fly up to 30 feet without
number of hours equal to your ranger level, or until you use your provoking opportunity attacks and float there (if you choose) until
bonus action to end the transformation early. Your equipment the end of your next turn, when you float gently to the ground
merges with your form while transformed. You can revert to your unless something else is keeping you aloft.
normal form early as a bonus action. While transformed, the
following rules apply:
• Your game statistics are replaced with the dragon's, but you
retain your ranger features, your proficiency bonus, your
Intelligence, Wisdom and Charisma scores, your alignment,
and any languages you know.
• Your Dragon Aspect gains one hit die and its hit points
increase by 8 (1d8 + 3) for each of your ranger levels above 3rd.
When you revert to your normal form, you return to the
number of hit points you had before you transformed.
However, if you revert as a result of dropping to 0 hit points,
instead of being knocked unconscious immediately, any excess
damage carries over to your normal form. For example, if you
take 10 damage in dragon form while you have only 1 hit point
left, you revert and take 9 damage.
• Your dragon form is immune to the damage type associated
with the color you chose for your Dragon Servant feature, and
its bite attack deals 1d4 extra damage of the same type.
• You can't cast spells other than those you know from your
Dragonguard Magic feature, and you don't need to provide
material components for spells you cast in this way.
Transforming doesn't break your concentration on a spell
you've already cast, however, or prevent you from taking
actions that are part of a spell such as moonbeam.
Once you use this feature, you can't use it again until you finish
a short or long rest.
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Hunter Hunter’s Prey
Emulating the Hunter archetype means accepting your place as a At 3rd level, you gain one of the following features of your choice.
bulwark between civilization and the terrors of The Wilderness. As Colossus Slayer: Your tenacity can wear down the most potent
you walk the Hunter’s path, you learn specialized techniques for foes. When you hit a creature with a weapon Attack, you can deal
fighting the threats you face, from rampaging ogres and hordes of an extra 1d8 damage to the creature if it’s below its hit point
orcs to towering Giants and terrifying Dragons. maximum. You can deal this extra damage only once per turn.
Predator Crusher: When a creature within 5 feet of you
Hunter Magic attacks you, you can use your reaction immediately after its attack
Starting at 3rd level, you always have additional spells prepared to attempt to grapple that creature, provided that you can see the
when you reach certain levels in this class, shown in the Hunter creature. If your attempt succeeds, the creature takes 1d8
Spells table. These spells counts as ranger spells for you, and they bludgeoning damage. Also, once per turn, you can deal an extra
don’t count against the ranger spells you can prepare. 1d8 bludgeoning damage when you hit a creature with a weapon
attack if it's grappled by you.
Hunter Spells Horde Breaker: Once on each of your turns, you can maximize
Ranger Level Spell the result of one weapon damage die you roll for a weapon attack,
3rd expeditious retreat as long as another hostile creature is within 5 feet of the target of
5th see invisibility your attack. You can do so before or after rolling the damage die.
9th meld into stone Stalker's Adaptation
13th staggering smite
17th scrying Also at 3rd level, whenever you finish a short or long rest, you can
replace your chosen Hunter's Prey feature with another feature of
your choice from the same list. When you later gain a feature from
Defensive Tactics, Multiattack, and Superior Hunter's Defense,
you can also replace your choice for those features with different
choices from the respective features' lists.
Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Escape the Horde: Opportunity attacks against you are made
with disadvantage, and when an opportunity attack misses you,
your speed increases by 10 feet until the end of your turn.
Multiattack Defense: When a creature hits you with an
attack, you gain a +4 bonus to your AC against all subsequent
attacks made by that creature for the rest of the turn.
Steel Will: You have advantage on saving throws you make
when you repeat your saving throw against any ongoing effect.
Multiattack
At 11th level, you gain one of the following features of your choice.
Volley: As an action, you can make a ranged attack against any
number of creatures within 10 feet of a point you can see within
your weapon’s range. You must have ammunition for each target,
as normal, and you make a separate attack roll for each target.
Whirlwind Attack: As an action, you can make a melee attack
against any number of creatures within reach of a weapon you are
holding, with a separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Stand Against the Tide: When a hostile creature misses you
with a melee attack, you can use your reaction to force that
creature to repeat the same attack against another creature
(including itself) of your choice.
Uncanny Dodge: When an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s
damage against you.
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Primeval Watch
Rangers of the primeval watch archetype skulk the borders of
ancient forests, woodlands and natural preserves, as they consider
it their duty to preserve these bastions of primal life. Their creed
affords the primeval watch protection in kind, enhancing their
bodies with the nature magic they command.
Primeval Watch Magic
Starting at 3rd level, you always have additional spells prepared
when you reach certain levels in this class, shown in the Primeval
Watch Spells table. These spells counts as ranger spells for you, and
they don’t count against the ranger spells you can prepare.
Primeval Watch Spells
Ranger Level Spell
3rd faerie fire
5th warding wind
9th plant growth
13th guardian of nature
17th insect plague
Guardian Soul
Starting at 3rd level, you gain the ability to magically don a tree-
like shell, covered with leaves and bark.
As a bonus action, you assume this guardian form, which lasts
until you end it as a bonus action or you are incapacitated. You
undergo the following changes while in this form:
• You gain temporary hit points equal to your Wisdom modifier
when you use this feature, as well as at the start of each of your
turns, which last until your guardian form ends.
• Your reach increases by 5 feet.
• When you cast a ranger spell that deals damage, you can add
your Wisdom modifier to each of the spell's damage rolls.
Piercing Thorns
Also at 3rd level, you can briefly sprout sharp defensive thorns.
Whenever you are hit with a melee attack, you can use your
reaction to deal 1d8 piercing damage to your attacker. This
damage increases to 2d8 when you reach 11th level in this class.
Ancient Fortitude
At 7th level, you endure like an ancient tree. While in guardian
form, your AC increases by 2, and can add your Wisdom modifier
to your Strength, Dexterity, and Constitution saving throws.
Rooted Defense
At 11th level, you can project vine and bark which layers the ground
around you, slowing your foes and protecting your allies.
While you are in your guardian form, the ground within 20 feet
of you becomes difficult terrain. You can choose any number of
creatures when you activate your guardian form, who ignore this
difficult terrain and have half cover within the area instead.
Guardian Soul Note
Guardian Soul doesn't apply to the Mark of the Hunt feature,
Ironwood Bark but it does apply to the hunter's mark spell. The feature works
At 15th level, your bark has become exceptionally hardy and here due to that change, but to make it work with any other
style of ranger, exclude hunter's mark from gaining the
resilient. You can add half of your ranger level to the temporary hit
benefits of Guardian Soul.
points you gain from your guardian form.
10 RANGER ARCHETYPES:
PRIMEVAL WATCH
Spells Cordon of Arrows
This section contains modifications to the ranger spell list and the 2nd-level transmutation
spells listed below. See the Player's Handbook for details about Casting Time: 1 action
spellcasting and for the ranger spell list. Range: Self
Components: V, S, M (one or more arrows/bolts)
Ranger Spells Duration: 8 hours
1st Level You enchant up to four pieces of nonmagical ammunition -
Hunter's Mark arrows or crossbow bolts - which hover near you for the
duration. Until the spell ends, whenever a creature other than
you comes within 30 feet of the ammunition for the first time
Spell Descriptions on a turn or ends its turn there, you can have one piece of
ammunition fly up to strike it. The creature must succeed on a
The descriptions are listed in alphabetical order. Dexterity saving throw or take 1d8 piercing damage. The piece
of ammunition is then destroyed. The spell ends when no
Conjure Barrage ammunition remains.
When you cast this spell, or as an action, you can plant any
3rd-level conjuration number of the pieces in the ground within 5 feet of you and lay
Casting Time: 1 action magic upon them to protect an area.
Range: Self (60-foot cone) When you cast this spell, you can designate any creatures
Components: V, S, M (ammunition or a thrown weapon) you choose, and the spell ignores them.
Duration: 1 round At Higher Levels. When you cast this spell using a spell
You throw a piece of ammunition or a weapon you are slot of 3rd level or higher, the amount of ammunition that can
holding, and a hazardous barrage of identical weapons bursts be affected increases by two for each slot level above 2nd.
forth in a cone originating from you. Each creature in the area
must make a Dexterity saving throw, taking 4d8 damage of the
weapon's type on a failed save, or half as much damage on a Healing Spirit
successful one.
2nd-level conjuration
Until the end of your next turn, the area becomes covered
with sharp fragments of the weapon or ammunition; when a Casting Time: 1 bonus action
creature enters the area for the first time on a turn or starts its Range: 60 feet
turn there, you can cause one of the fragments to strike at the Components: V, S
creature (no action required). Make a melee spell attack Duration: Concentration, up to 1 minute
against the creature. On a hit, the target takes 2d8 piercing You call an intangible spirit to a cubic 5-foot space you can
damage. see. When the spirit appears, it restores 1d6 hit points to up to
When the spell ends, the fragments created by it disappear. two creatures of your choice within 5 feet of it. You can use
At Higher Levels. The initial damage of this spell your bonus action to move the spirit up to 30 feet to a space
increases by 1d8 for each spell slot level above 3rd. you can see and repeat this healing effect. The spirit can't heal
constructs or undead.
At Higher Levels. For each slot level above 2nd, the spirit
heals 1d6 additional hit points, and you can target one
additional creature that is within 5 feet of the spirit when you
use the spell's bonus action.
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Lightning Arrow
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a weapon capable of making ranged
attacks)
Duration: Instantaneous
As part of the casting of this spell, you must make a ranged
weapon attack against a creature within range, using a ranged
or thrown weapon you are holding, or else the spell fails. The
weapon (if thrown) or its ammunition transforms into a bolt
of lightning which surges to the target, ignoring cover. On a
hit, the target suffers the attack's normal effects and takes an
additional 4d10 lightning damage. On a miss, the target takes
half as much damage.
Hit or miss, each creature in a 5-foot-wide line between you
and the target, as well as each creature within 10 feet of the
target, must make a Dexterity saving throw. A creature takes
4d8 lightning damage on a failed save, or half as much damage
on a successful one. The weapon or ammunition then returns
to its normal form.
At Higher Levels. For each slot level above 3rd, the
additional lightning damage dealt on a hit increases by 1d10,
and the amount of damage a creature takes on a failed saving
throw increases by 1d8.
Zephyr Strike
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute
Winds sweep over you and carry your arms and legs,
allowing you to quickly move and strike. Your movement does
not provoke attacks of opportunity until the spell ends.
Immediately after you cast the spell, or as a bonus action
once before the spell ends, you can move up to 30 feet and
make one melee spell attack against a creature within 5 feet of
you, dealing force damage equal to 1d8 plus your spellcasting
ability modifier to the target on a hit.
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