Ranger
Variants:
The variant of Ranger that uses maneuvers and superiority dice instead of spells is allowed.
Favored Foe: Once applied on a successful hit, Favored Foe now can be used for the attack or
damage roll on the target, and is not being limited to once per turn. If used for the attack roll, it
must be declared before the attack is made.
Extra Fighting Styles:
Mariner
Spellcasting:
Rangers are now prepared spellcasters:
You prepare the list of Range spells that are available for you to cast, choosing from the
Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom
modifier + half your Ranger level, rounded down (minimum of one spell). The spells must be
of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
And spells that are learned through subclass are learned and always prepared.
Expanded Spell List:
The following spells have been added to Ranger’s spell list:
➢ Compelled Duel
➢ Detect Evil and Good
➢ Faerie Fire
➢ Protection from Evil and Good
➢ Augury
➢ Flame Blade
➢ Gentle Repose
➢ Heat Metal
➢ Hold Person
➢ Moonbeam
➢ Aura of Vitality
➢ Dispel Magic
➢ Magic Circle
➢ Death Ward
➢ Aura of Life
➢ Aura of Purity
➢ Fire Shield
➢ Giant Insect
➢ Polymorph
➢ Dispel Evil and Good
➢ Insect Plague
➢ Planar Binding
➢ Scrying
➢ Wall of Stone
Subclass Changes:
Beast Master -
If you choose Primal Companion, your Beasial Spirit can be Large.
Ranger’s Companion Change
Ranger's Companion
You gain a beast companion that accompanies you on your adventures and is trained to fight
alongside you.
Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower.
Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any
saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or
four times your ranger level, whichever is higher.
The beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It shares your initiative count, but takes its
turn right after yours. On your turn, you can verbally command the beast where to move (no
action required by you). You can use your bonus action to verbally command it to take the
Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the
Dodge action.
If you are incapacitated or absent, your beast companion acts on its own, focusing on
protecting you and itself. It never requires your command to use its reaction, such as when
making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a
normal pace.
Your beast is bonded to your soul. When it is killed, you may spend a spell slot to perform a 1
minute ritual to return it to life with full hit points. If the body or significant part of the body is
destroyed, you may commence an 8 hour ritual to create a new body for it. Upon where the
original body is destroyed.
You can perform an 8 hour ritual with a Beast or Monstrosity that has been tamed by you and
has a challenge rating no more than half your Ranger level (rounded down) + Wisdom
Modifier + Proficiency Bonus. This ritual costs 100gp x The CR of the Beast or Monstrocity
you wish to bond with.
This Ritual bonds this Monstrosity or Beast’s soul to your own and they can act as your
Ranger’s Companion.
You may only have one active Ranger’s Companion at a time, all other companions are
housed in a harmless demiplane in The Feywild where they are capable of caring for
themselves.
It is a 10 minute ritual to exchange Ranger’s Companions, and both Ranger’s Companions
must be alive for the ritual to succeed.
You may have a number of Ranger’s Companions equal to your Proficiency Bonus. To
release a Ranger’s companion you must do another 8 hour ritual to remove its bond to your
soul.
Monstrosities that are Ranger’s Companions are capable of being understood with the Speak
with Beasts spell if the spell is cast by you.
Monstrosities that are Ranger’s Companions are capable of being Awakened by the
Awakened spell if the spell is cast by you.
You always have the Speak with Beasts, Animal Friendship, and Animal Messenger spells
prepared (when you have the appropriate spell levels).
You add Awaken to your ranger spell list.
Hunter - You can change your class features at the end of a Long Rest. To represent you
preparing new tactics for the day.
Sorcerer
Extra Spells:
One extra spell known per every odd level up.
[ No benefit at level 1, but every odd level up adds an additional spell known. ]
Spell List Changes:
The Following spells are now on the Sorcerer spell list:
- Prismatic Wall
Metamagic:
Careful Spell - Create pockets of safety in your spells. When you cast a spell that forces other
creatures to make a saving throw, you can protect some of those creatures. To do so you
spend 1 Sorcery point and choose a number of creatures up to your Charisma modifier
(minimum of one creature) that you can see. The chosen creatures automatically succeed on
their saving throws against the spell and they take no damage if they would normally take half
damage on a successful save.
Empowered Spell - When you cast a spell, you can spend 2 Sorcery Points or an amount of
Sorcery Points equal to the level of the empowered spell, whichever is higher, to maximize a
number of damage dice the spell deals equal to the spell level. Cantrips count as 1st level for
this metamagic.
Metamagic Heightened Spell - When you cast a spell that forces creatures to make a saving
throw to resist its effects, you can spend 3 Sorcery Points or an amount of Sorcery Points equal
to the level of the empowered spell, whichever is higher, to give all targets of the spell
disadvantage on its first saving throw made against the spell. If used on a spell with an attack
roll, all attack rolls made with the spell until the end of your turn are made with advantage.
Metamagic Seeking Spell - If you make an attack roll for a spell and miss, you can spend 2
sorcery points and treat the attack roll as if the d20 result was a 10. You can use Seeking Spell
even if you have already used a different Metamagic option during the casting of the spell.
Subclass Changes:
Draconic Bloodline - This subclass has the Illusory Dragon spell added to their spell list.
Shadow - This subclass has the Summon Shadowspawn and Illusory Dragon spells added to
their spell list.
Storm - This subclass has the Call Lighting and Storm of Vengeance spells added to their spell
list.
Wild - This subclass is awaiting major changes to it’s Wild Magic feature and rebalance to keep
up with the meta.
Wizard
Spell School:
As a Wizard chooses their subclass and each time they level up and can cast higher level
Wizard spells, they add all spells that are of the school of their subclass to their spellbook.
For the non-traditional schools of magic, use the following.:
Graviturgy and Chronurgy Wizards add 1st level or higher dunamancy spells.
War and Bladesinging Wizards add 1st level or higher Abjuration spells.
Scribe Wizards add 1st level or higher conjuration spells.