{"name":"Ranger","overview":"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.\r\nYou must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.\r\n[table]\r\n[tr]\r\n[td]Level[\/td]\r\n[td]Feature[\/td]\r\n[td]Proficiency[\/td]\r\n[td]Spells[\/td]\r\n[td]1st[\/td]\r\n[td]2nd[\/td]\r\n[td]3rd[\/td]\r\n[td]4th[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]Natural Explorer, Favoured Enemy[\/td]\r\n[td]+2[\/td]\r\n[td]0[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]Fighting Style, Spellcasting[\/td]\r\n[td]+2[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Ranger Conclave, Primeval Awareness[\/td]\r\n[td]+2[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]+2[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Extra Attack[\/td]\r\n[td]+3[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Favoured EnemyImprovement, Natural Explorer Improvement[\/td]\r\n[td]+3[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Conclave Feature[\/td]\r\n[td]+3[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]Ability Score Improvement, Land's Stride[\/td]\r\n[td]+3[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]None[\/td]\r\n[td]+4[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]Natural Explorer Improvement, Hide in Plain Sight[\/td]\r\n[td]+4[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]Conclave Feature[\/td]\r\n[td]+4[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[td]+4[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]None[\/td]\r\n[td]+5[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Favored Enemy Improvement, Vanish[\/td]\r\n[td]+5[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]Conclave Feature[\/td]\r\n[td]+5[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[td]+5[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]None[\/td]\r\n[td]+6[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]Feral Sense[\/td]\r\n[td]+6[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[td]+6[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]Foe Slayer[\/td]\r\n[td]+6[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hit_dice":"1d10 per Ranger Level","hit_points_at_1st_level":"10 + Constituion Modifer","hit_points_at_higher_levels":"1d10 (or 6) +your constitution modifier per Ranger level after 1st","armor_proficiencies":"Light, Medium, Sheild","weapon_proficiencies":"Simple, Martial","tools":"None","saving_throws":"Strength, Dexterity","skills":"Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival\r\n\r\n","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n(a) scale mail or (b) leather armor\r\n(a) two shortswords or (b) two simple melee weapons\r\n(a) a dungeoneer's pack or (b) an explorer's pack\r\nA longbow and a quiver of 20 arrows","spellcasting":"By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.\r\n\r\n[b]Spell Slots[\/b]\r\nThe Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.\r\n\r\nSpells Known of 1st Level and Higher\r\nYou know two 1st-level spells of your choice from the ranger spell list.\r\n\r\nThe Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nWisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Wisdom modifier","class_features":"[b]Favored Enemy[\/b]\r\nBeginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.\r\n\r\nChoose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.\r\n\r\nYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.\r\n\r\nWhen you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.\r\n\r\nYou choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.\r\n\r\n[b]Natural Explorer[\/b]\r\nAlso at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. 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\u2019re proficient in.\r\n\r\nWhile traveling for an hour or more in your favored terrain, you gain the following benefits:\r\n\r\nDifficult terrain doesn\u2019t slow your group\u2019s travel.\r\nYour group can\u2019t become lost except by magical means.\r\nEven when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.\r\nIf you are traveling alone, you can move stealthily at a normal pace.\r\nWhen you forage, you find twice as much food as you normally would.\r\nWhile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.\r\nYou choose additional favored terrain types at 6th and 10th level.\r\n\r\n[b]Fighting Style[\/b]\r\nAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery. [\/b]You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Blind Fighting.[\/b] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\n[b]Defense.[\/b] While you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDruidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.\r\n\r\n[b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Thrown Weapon Fighting.[\/b] You can draw a weapon that has the thrown property as part of the attack you make with the weapon.\r\nIn addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n\r\n[b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[b]Close Quarters Shooter (UA).[\/b] When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.\r\n\r\n[b]Interception (UA).[\/b] When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.\r\n\r\n[b]Mariner (UA).[\/b] As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.\r\n\r\n[b]Tunnel Fighter (UA).[\/b] As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\n[b]Unarmed Fighting (UA).[\/b] Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.\r\nWhen you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.\r\n\r\n[b]Primeval Awareness[\/b]\r\nBeginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn\u2019t reveal the creatures\u2019 location or number.\r\n\r\n[b]Ranger Conclave[\/b]\r\nAt 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.\r\n\r\n[b]Beast Master[\/b]\r\n\r\n[b]Fey Wanderer[\/b]\r\n\r\n[b]Gloom Stalker[\/b]\r\n\r\n[b]Horizon Walker[\/b]\r\n\r\n[b]Hunter[\/b]\r\n\r\n[b]Monster[\/b]\r\n[b]\r\nSwarmkeeper[\/b]\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b]Land's Stride[\/b]\r\nStarting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n\r\nIn addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.\r\n\r\n[b]Hide in Plain Sight[\/b]\r\nStarting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.\r\n\r\nOnce you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.\r\n\r\n[b]Vanish[\/b]\r\nStarting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.\r\n\r\n[b]Feral Senses[\/b]\r\nAt 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\r\n\r\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.\r\n\r\n[b]Foe Slayer[\/b]\r\nAt 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.","subclass_options":"","table_data":"\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]Beast Master Conclave[\/b]\r\nThe Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.\r\n\r\n[b]Ranger's Companion[\/b]\r\nAt 3rd level, 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 Medium and that has a challenge rating of 1\/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast\u2019s 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. Like any creature, the beast can spend Hit Dice during a short rest.\r\n\r\nThe beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don\u2019t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.\r\n\r\nIf you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.\r\n\r\nIf the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn\u2019t hostile to you, either the same type of beast as before or a different one.\r\n\r\n[b]Exceptional Training[\/b]\r\nBeginning at 7th level, on any of your turns when your beast companion doesn\u2019t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast\u2019s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[b]Bestial Fury[\/b]\r\nStarting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.\r\n\r\n[b]Share Spells[\/b]\r\nBeginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.\r\n\r\n[b]Fey Wanderer-[\/b]\r\nA fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.\r\n\r\n[b]Dreadful Strikes[\/b]\r\nAt 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.\r\n\r\nThe extra damage increases to 1d6 when you reach 11th level in this class.\r\n\r\n[b]Fey Wanderer Magic[\/b]\r\nAlso at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n[b]Fey Wanderer spells[\/b]\r\nRanger Level Spell\r\n\r\n[b]3rd Charm Person[\/b]\r\n\r\n[b]5th Misty Step[\/b]\r\n\r\n[b]9th Dispel Magic[\/b]\r\n\r\n[b]13th Dimension Door[\/b]\r\n\r\n[b]17th Mislead[\/b]\r\nYou also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.\r\n\r\n[b]Feywild Gifts[\/b]\r\nD6 gifts\r\n[b]1 Illusory butterfly flutter around you while you take a short or long rest.[\/b]\r\n\r\n[b]2 Fresh, seasonal flowers sprout from your hair each dawn.[\/b]\r\n\r\n[b]3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.[\/b]\r\n\r\n[b]4 Your shadow dances while no one is looking directly at it.[\/b]\r\n\r\n[b]5 Horns or antlers sprout from your head.[\/b]\r\n\r\n[b]6 Your skin and hair change color to match the season at each dawn.[\/b]\r\n\r\n[b]Otherworldly Glamour[\/b]\r\nAdditionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).\r\n\r\nIn addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.\r\n\r\n[b]Beguiling Twist[\/b]\r\nBeginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.\r\n\r\nIn addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.\r\n\r\n[b]Fey Reinforcements[\/b]\r\nAt 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell, Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.\u00a0Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.\r\n\r\n[b]Misty Wanderer[\/b]\r\nWhen you reach 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.\u00a0\r\n\r\nIn addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.\r\n\r\n[b]Gloom Stalker Conclave[\/b]\r\nGloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.\r\n\r\n\r\n[b]Gloom Stalker Magic[\/b]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n\r\n[b]Gloom Stalker Spells[\/b]\r\nRanger Level Spells\r\n\r\n[b]3rd Disguise Self[\/b]\r\n\r\n[b]5th Rope Trick[\/b]\r\n\r\n[b]9th Fear[\/b]\r\n\r\n[b]13th Greater Invisibility[\/b]\r\n\r\n[b]17th Seeming[\/b]\r\n\r\n[b]Dread Ambusher[\/b]\r\nAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.\r\n\r\nAt the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.\r\n\r\n[b]Umbral Sight[\/b]\r\nAt 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.\r\n\r\nYou are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.\r\n\r\n[b]Iron Mind[\/b]\r\nBy 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).\r\n\r\n[b]Stalker's Flurry[\/b]\r\nAt 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.\r\n\r\n[b]Shadowy Dodge[\/b]\r\nStarting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.\r\n\r\n[b]Horizon Walker Conclave-[\/b]\r\nHorizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse \u2013 especially benevolent dragons, fey, and elementals \u2013 that work to preserve life and the order of the planes.\r\n\r\n[b]Horizon Walker Magic[\/b]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn\u2019t count against the number of ranger spells you know.\r\n\r\n[b]Horizon Walker Spells[\/b]\r\nRanger Level Spells\r\n\r\n[b]3rd Protection from Evil and Good[\/b]\r\n\r\n[b]5th Misty Step[\/b]\r\n\r\n[b]9th Haste[\/b]\r\n\r\n[b]13th Banishment[\/b]\r\n\r\n[b]17th Teleportation Circle[\/b]\r\n\r\n[b]Detect Portal[\/b]\r\nAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\nSee the \"Planar Travel\" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.\r\n\r\n[b]Planar Warrior[\/b]\r\nAt 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.\r\n\r\nAs a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.\r\n\r\n[b]Ethereal Step[\/b]\r\nAt 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[b]Distant Strike[\/b]\r\nAt 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.\r\n\r\nIf you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.\r\n\r\n[b]Spectral Defense[\/b]\r\nAt 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.\r\n\r\n[b]Hunter Conclave-[\/b]\r\nSome rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.\r\n\r\n[b]Hunter's Prey[\/b]\r\nAt 3rd level, you gain one of the following features of your choice.\r\n\r\n[b]Colossus Slayer.[\/b] Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it\u2019s below its hit point maximum. You can deal this extra damage only once per turn.\r\nGiant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.\r\n\r\n[b]Horde Breaker.[\/b] Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.\r\n\r\n[b]Defensive Tactics[\/b]\r\nAt 7th level, you gain one of the following features of your choice.\r\n\r\n[b]Escape the Horde.[\/b] Opportunity attacks against you are made with disadvantage.\r\nMultiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.\r\n\r\n[b]Steel Will.[\/b] You have advantage on saving throws against being frightened.\r\n\r\n[b]Multiattack.[\/b]\r\nAt 11th level, you gain one of the following features of your choice.\r\n\r\n[b]Volley.[\/b] You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon\u2019s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target\r\n\r\n[b]Whirlwind Attack.[\/b] You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.\r\n\r\n[b]Superior Hunter's Defense.[\/b]\r\nAt 15th level, you gain one of the following features of your choice.\r\n\r\n[b]Evasion.[\/b] When you are subjected to an effect, such as a red dragon\u2019s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.\r\n\r\n[b]Stand Against the Tide.[\/b] When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.\r\n\r\n[b]Uncanny Dodge.[\/b] When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack\u2019s damage against you.\r\n\r\n[b]Monster Slayer Conclave-[\/b]\r\nYou have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.\r\n\r\n[b]Monster Slayer Magic[\/b]\r\nStarting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n[b]Monster Slayer Spells[\/b]\r\nRanger Level Spells\r\n\r\n[b]3rd Protection from Evil and Good[\/b]\r\n\r\n[b]5th Zone of Truth[\/b]\r\n\r\n[b]9th Magic Circle[\/b]\r\n\r\n[b]13th Banishment[\/b]\r\n\r\n[b]17th Hold Monster[\/b]\r\n\r\n[b]Hunter's Sense[\/b]\r\nAt 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.\r\n\r\nYou can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\r\n\r\n[b]Slayer's Prey[\/b]\r\nStarting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.\r\n\r\nThis benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.\r\n\r\n[b]Supernatural Defense[\/b]\r\nAt 7th level, you gain extra resilience against your prey\u2019s assaults on your mind and body. Whenever the target of your Slayer\u2019s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.\r\n\r\n\r\n[b]Magic-User's Nemesis[\/b]\r\nAt 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.\r\n\r\nOnce you use this feature, you can't use it again until you finish a short or long rest.\r\n\r\n[b]Slayer's Counter[\/b]\r\nAt 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer\u2019s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack\u2019s normal effects.\r\n\r\n[b]Swarmkeeper-[\/b]\r\nFeeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.\r\n\r\n\r\n[b]Gathered Swarm[\/b]\r\nAt 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.\r\n\r\n[b]Swarm Appearance[\/b]\r\nd4 Appearance\r\n\r\n[b]1 Swarming insects[\/b]\r\n\r\n[b]2 Miniature twig blights[\/b]\r\n\r\n[b]3 Fluttering birds[\/b]\r\n\r\n[b]4 Playful pixies[\/b]\r\nOnce on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:\r\n\r\nThe attack's target takes 1d6 piercing damage from the swarm.\r\nThe attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.\r\nYou are moved by the swarm 5 feet horizontally in a direction of your choice.\r\n\r\n[b]Swarmkeeper Magic[\/b]\r\nAlso at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.\r\n\r\nYou also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.\r\n\r\n\r\n[b]Swarmkeeper spells[\/b]\r\nRanger Level Spell\r\n\r\n[b]3rd Faerie Fire, Mage Hand[\/b]\r\n\r\n[b]5th Web[\/b]\r\n\r\n[b]9th Gaseous Form[\/b]\r\n\r\n[b]13th Arcane Eye[\/b]\r\n\r\n[b]17th Insect Plague[\/b]\r\n\r\n[b]Writhing Tide[\/b]\r\nBeginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[b]Mighty Swarm[\/b]\r\nAt 11th level, your Gathered Swarm grows mightier in the following ways:\r\n\r\nThe damage of Gathered Swarm increases to 1d8.\r\nIf a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.\r\nWhen you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.\r\n\r\n[b]Swarming Dispersal[\/b]\r\nWhen you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.","source":"","jsondata":"","tags":"Ranger,Classes","isShared":"on","templateId":"5460","blockId":"775799","world":"812555c2-d0c1-489f-a894-93bab2d1ef81","folder":""}