Ranger

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● **Ranger** ● Rogue ● Sorcerer ● Warlock ● Wizard

# Ranger 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
* **Weapon:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

### Equipment

* (a) scalemail 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 ignore the equipment from your class and background, and start with 5d4 x 10 gp.

### Multiclass Prerequisites

The prerequisites for multiclassing into Ranger are 13 Dexterity and 13 Wisdom.

# Ranger Traits

## Favored Enemy

Choose 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 goblins) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You 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 adventure.

## Natural Explorer

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.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

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

You choose additional favored terrain types at 6th and 10th level.

## Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense:** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
* **Close Quarters Shooter (Unearthed Arcana):** You are trained in making ranged attack at close quarters. 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. Finally, you have a +1 bonus to attack rolls on ranged attacks.
* **Tunnel Fighter (Unearthed Arcana):** You excel at defending narrow passages, doorways, and other tight spaces. 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.
* **Mariner (Unearthed Arcana):** 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 AC.

## Spellcasting

By the time you reach 2nd level, you have learned to cast spells.

### Spell Slots

The Ranger table shows how many spell slots you have to cast your ranger 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.

### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

## Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

* Beast Master
* Drakewarden
* Fey Wanderer
* Gloom Stalker
* Horizon Walker
* Hunter
* Monster Slayer
* Night Stalker
* Primeval Guardian
* Sharpshooter
* Skirmisher
* Supernaturalist
* Swarmkeeper

## Primeval Awareness

Beginning 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't reveal the creatures' location or number.

## Ability Score Improvement

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

## Extra Attack

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

## Land's Stride

Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement.

## Hide in Plain Sight

Starting 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.

Once 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.

## Vanish

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

## Feral Senses

At 18th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

## Foe Slayer

At 20th level, 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.

# Ranger Class Archetypes

* Beast Master
* Drakewarden
* Fey Wanderer
* Gloom Stalker
* Horizon Walker
* Hunter
* Monster Slayer
* Night Stalker
* Primeval Guardian
* Sharpshooter
* Skirmisher
* Supernaturalist
* Swarmkeeper

## Beast Master

### Ranger's Companion

Choose a beast that is no larger than Medium 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 obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. 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, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast 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. If you don't issue a command, the beast takes the Dodge action.

### Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn't 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's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Bestial Fury

Starting 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 Multi-attack action if it has that action.

### Share Spells

Beginning 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.

## Drakewarden

Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the drake to their side and to share in the aweinspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples.

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### Draconic Gift

At 3rd level, the bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits:

* If you can’t already, you learn to speak, read, and write Draconic.
* You learn the thaumaturgy cantrip, which is a ranger spell for you.

### Drake Companion

At 3rd level, you can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you.

The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake 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 drake can take any action of its choice, not just Dodge. Once you summon the drake, 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.

The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

File:Drakecompanion.png

### Bond of Fang and Scale

At 7th level, the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. While your drake is summoned, you and the drake gain the following benefits:

* You gain resistance to the damage type chosen for the drake’s Draconic Essence.
* Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet.
* The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence.

### Drake’s Breath

At 11th level, and as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

### Perfected Bond

At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

* The drake grows to Large size.
* The drake’s bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
* When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage.

## Fey Wanderer

As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.

Fey Wanderers 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.

### Feywild Gifts

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### Fey Wanderer Magic

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

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### Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

### Dreadful Strikes

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

When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.

### Blessings of the Courts

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

### Beguiling Twist

At 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

* The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
* The creature takes 3d10 psychic damage.

### Misty Presence

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

Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.

### Gloom Stalker Magic

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

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### Dread Ambusher

At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

### Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

### Iron Mind

By 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

### Stalker's Flurry

At 11th level, once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

### Shadowy Dodge

Starting at 15th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

### Horizon Walker Magic

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

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### Detect Portal

At 3rd level, as an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Planar Warrior

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

### Ethereal Step

At 7th level, as a bonus action, you can cast Etherealness with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Distant Strike

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

### Spectral Defense

At 15th level, 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.

## Hunter

### Hunter's Prey

You gain one of the following features of your choice.

* **Colossus Slayer:** When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
* **Giant 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.
* **Horde Breaker:** 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.

### 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.
* **Multiattack 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.
* **Steel Will:** You have advantage on saving throws against being frightened.

### Multi-attack

At 11th level, you gain one of the following features of your choice.

* **Volley:** 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's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
* **Whirlwind Attack:** You can use your action to make a melee attack against any number of creatures within 5 feet of you. 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.

* **Evasion:** When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
* **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 (other than 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.

### Monster Slayer Magic

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

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### Hunter's Sense

At 3rd level, as an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

### Slayer's Prey

Starting at 3rd level, as a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

### Supernatural Defense

At 7th level, whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that targets grapple, add 1d6 to your roll.

### Magic-User's Nemesis

At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

### Slayer's Counter

At 15th level, if the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

## Night Stalker

### Cover of Darkness

The shadows of the night fool the eyes and bewitch the senses. At 3rd level, you Learn silent Image as a ranger spell and gain proficiency in Stealth. When within an area of shadows or dim light, you can use the Hide action when you’re adjacent to a creature or object at least as big as yourself, even if you’re being observed.

### Shadow Ghosts

At 7th level, you learn the mirror image spell. When a creature hits one of your mirror images, you may use your reaction to make a single melee weapon attack against that creature.

### Haunting Presence

At 11th level, you learn the darkness and blur spells. When you hit an opponent in an area of dim light or darkness, you deal an additional 1d8 necrotic damage.

### Transient Shadows

At 15th level, you learn gaseous form as a ranger spell. Additionally, when you are the target of an attack or spell, you may choose to transform into a shadowy haze, as gaseous form, as a reaction. You are treated as being in gaseous form when resolving the attack or spell effect. As long as you maintain concentration, you remain in this form for up to 10 minutes. While in this form, you are also under the effects of nondetection.

### Guardian Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, and it doesn't count against the number of ranger spells you know.

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### Guardian Soul

Starting at 3rd level, as a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:

* Your size becomes Large, unless you were larger.
* Any speed you have becomes 5 feet, unless the speed was lower.
* Your reach increases by 5 feet.
* You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

### Piercing Thorns

At 3rd level, once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

### Ancient Fortitude

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

### Rooted Defense

At 11th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

### Guardian Aura

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

## Sharpshooter

### Soft Steps

When you choose this class archetype, you receive a bonus to all Stealth checks. Additionally, you can proficiency in Stealth.

#### Soft Steps Stealth Bonus

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### Sniper's Vision

At 3rd level, you may declare before an attack roll that you are using this trait against a target that cannot see you or is unaware of your presence. For each number that is 10 or above on your attack roll, add +1 damage to your attack roll. If you miss when using Sniper's Vision, and until the start of your next turn, you have disadvantage on Dexterity saving throws and attackers have advantage when making melee or ranged attack rolls against you.

After using this feature, you must complete a short or long rest before you may use it again.

### Headshot

Starting at 7th level, and whenever you are making an attack roll, you may choose to use this feature. Upon doing so, the AC of your target is lowered by 1 for the duration of your single turn. If you successfully hit, it counts as a critical hit. Additionally, a critical fail counts as a regular miss when making a Headshot attack.

You may use this feature twice within a short rest. If you use Headshot in back to back rounds during combat, your attack on the second use of this feature is at disadvantage.

### Marked for Execution

At 11th level, you may choose to mark one target as a bonus action. Unless prevented via magical means, you always know the location of this target at all times as long as it is within 60 feet of you and they are unable to hide from you or perform surprise actions against you. If the target is obscured by cover or outside of your vision, your honed instincts are still able to pinpoint their exact location. This effect lasts until the target leaves the indicated range of 60 feet. During combat, you may transfer the mark to one other target as a free action.

### Hunter's Perseverance

Beginning at 15th level, any successful attack you make on a target lowers that target's AC by 1 (to a maximum of 5) for attacks made against it by you for up to 1 hour. Targets must also pass a dexterity save equal to half your attack roll or be knocked prone.

## Skirmisher

### Man-at-Arms

Starting at 3rd level, you gain proficiency with all polearms (bo staff, glaive, halberd, javelin, lance, pike, quarterstaff, spear, and tabaxi voulge). Whenever you hit with a polearm with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Polearm Bonus Damage table. In addition, you also inflict additional damage if your attack takes advantage of the Reach property (attacking from 10 feet away).

### Advantageous Ambush

At 7th level, whenever you attack a target from the back, you gain the following benefits:

* You have advantage on the attack roll.
* Critical fails are ignored and are instant counted as a 2 on the attack roll.
* Rolling a 19 or 20 scores a critical hit against the target.

### Disruptive Reach

At 11th level, you gain the ability to control of the flow of movement on the battlefield. If you make an opportunity attack as a reaction with a polearm and score a hit, the target must pass a DC strength save equal to your attack roll or be knocked prone. If they are knocked prone, you may make one additional regular attack against them.

### Interception

At 15th level, you may use your reaction to attempt to block any attack within reach of your weapon. Make a dexterity save and, if it exceeds the attack roll, the successfully disrupt and cancel the attack. You may then make an attack roll against the target at advantage. If you are attack with a polearm, double the amount of damage received from your bonus damage die and reach damage if you successfully hit your target.

## Spirit Tamer

### Animal Kinship

When you choose this class archetype, you gain proficiency in animal handling and roll all checks of this type as advantage.

### Spiritual Companion

At 3rd level, you may attempt to commune with the spirit of any deceased beast of a challenge rating equal to 1/2 your level that has been dead for no longer than one year. If you pass an animal handling check with a DC of 16 minus the challenge rating of the deceased beast, you summon the spirit to fight by your side. The beast's stats are altered in the following ways:

#### Animal Spirit Statistics

 Hit Points
 Armor Class
 Constitution
 Strength
 Wisdom
 Speed
 Resistances
 Vulnerabilities
 Language

While the spirit has bestowed its services upon you, it can be freely dismissed to and recalled from the Ethereal Plane at the cost of one action. In combat, the spirit receives its own initiative roll separate from your own. If the spirit falls in battle, it once again returns to the afterlife and cannot be recalled and a new one must be sought out by the ranger.

### Spirit Bond

At 7th level, as long as you and your spiritual companion are within 10 feet of each other, you and your spirit companion both gain +1 AC and regain hit points equal to 1/2 of your ranger level per turn in combat. Outside of combat, you receive bonus healing equal to 1/2 of your ranger level per each hit dice used when resting.

### Bestial Duplicity

At 11th level, as an action you can freely change yourself into a copy of your spiritual companion or vice versa by turning the spiritual companion into a copy of yourself. The transformed individual retains their hit points and ability scores, but acquires the features and traits of the copied target. This effect lasts for 1 minute. After using this feature, you must complete a short rest before you can use it again.

### Force of Nature

Starting at 15th level, as a bonus action you can temporarily empower your spirit companion gains the following benefits for 1 minute:

* Armor class is increased to 20.
* Additional damage die for all attacks.
* Advantage on all attack rolls.
* Attack rolls of 18, 19, or 20 count as critical hits.
* Immunity to non-magical bludgeoning, piercing, poison, and slashing damage as well as all conditions.
* Proficiency on all saving throws.

After using this feature, you must complete a short or long rest before you may use it again.

## Supernaturalist

(D&D Homebrew Wiki)

A Supernaturalist is a ranger that specializes in (you guessed it) the supernatural. Tales of demons and liches draw these heroes from their peaceful forests to a life of adventuring. They are the only defense against the most terrible evils.

### Supernatural Sense

When you choose this subclass at 3rd level, you automatically know when there is a celestial, fey, fiend or undead within 30 feet of you, as well as its exact location. In addition, if you know the identity of a specific celestial, fey, fiend or undead, you can use an action to sense its location; however, it must be within 1 mile of your current location. You may do this a number of times per long rest equal to your Wisdom modifier.

### Hunter of Evil

At 3rd level, you gain advantage on Wisdom (survival) checks made to track celestials, fey, fiend or undead, as well as on saving throws against any effect that would charm or frighten you. In addition, you can use a bonus action to cast the hunter's mark spell at a level equal to your highest level spell slot, targeting a celestial, fey, fiend or undead. You may do this a number of times per long rest equal to your Wisdom modifier.

### Extra Attack

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

### Slayer of Evil

Starting at 7th level, your weapon attacks score a critical hit on a role of 19-20. Whenever you hit a celestial, fey, fiend or undead with a weapon attack, you deal an additional dice of damage. This increases to 2 dice at 11th level and 3 dice at 20th level.

### Supernatural Defense

At 11th level, whenever a celestial, fey, fiend or undead within 60 feet of you attempts to teleport, use interplanetary travel, or shift onto the ethereal plane, they must first succeed on a Wisdom saving throw or waste the spell or ability. You also add your Wisdom modifier to your AC.

### Vanquisher of Evil

When you reach 15th level, your weapon attacks score a critical hit on a roll of 18-20. In addition, once per turn when you hit a celestial, fey, fiend or undead with a weapon attack, it must succeed on a Constitution saving throw or be stunned until the end of your next turn.

## Swarmkeeper

(Unearthed Arcana)

Feeling a deep connection to the world around
them, some rangers reach out through their
magical connection to nature and gather a host
of fey spirits, which take the form of swarming
beasts—be they buzzing insects, fluttering birds,
slippery squids, or otherwise. The swarm
becomes a potent force in battle, as well as
helpful—if potentially disturbing—company for
the ranger. Some Swarmkeepers are outcasts or
hermits, keeping to themselves and their
attendant swarms rather than dealing with the
discomfort of others. Other Swarmkeepers enjoy
building vibrant communities that work for the
mutual benefit of all those they consider part of
their swarm.

### Swarmkeeper Magic

You learn the mage hand cantrip if you don’t
already know it. When you cast it, the hand takes
the form of swarming nature spirits.

You also learn an additional spell when you
reach certain levels in this class, as shown in the
Swarmkeeper Spells table. These spells count as ranger spells for you, but don’t count against the
number of ranger spells you know.

 5th
 9th
 13th
 17th

### Gathered Swarm

At 3rd level, you magically attract a swarm of fey spirits that
look like Tiny beasts of your choice. The swarm
remains in your space, crawling on you or
through your clothing, or flying and skittering
immediately around you within your space.

As a bonus action, you can agitate the swarm
for 1 minute. For the duration, some of the
swarm clings to your weapons or follows your
strikes when you attack: once during each of
your turns when you hit a creature with a
weapon attack, you can deal an extra 1d6 force
damage to that creature, and the swarm moves
the creature up to 5 feet toward you or away
from you (your choice). At 11th level, the extra
damage increases to 2d6.

You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.

### Writhing Tide

At 7th level, you can condense part of your swarm into a
focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm
feature, choose one of the following additional
benefits:

* Your walking speed increases by 10 feet, and

you can take the Disengage action as a bonus
action.

* You gain a climb speed equal to your walking

speed. You can climb difficult surfaces,
including upside down on ceilings, without
making an ability check.

* You gain a flying speed of 10 feet and can

hover.

### Scuttling Eyes

At 11th level, as an action, you can magically form one of the
spirits of your swarm into the shape of a Tiny
beast of your choice. The transformation lasts for
1 hour, at which point the spirit disappears. For
the duration, the spirit has a speed of 40 feet,
which it can use to walk, climb, fly, or swim. The
spirit has your senses and telepathically relays
what it sees and hears to you. During your turn,
you can speak through the spirit, telepathically
command it to move, and it can Hide using your
bonus to Dexterity (Stealth) checks. The spirit
has AC 18. If it takes damage, you must succeed
on a Wisdom saving throw (DC equal to 10, or
half the damage dealt, whichever is higher) or
the spirit disappears.

As an action, you can dismiss the spirit early. If
you do, you can magically teleport to an
unoccupied space within 5 feet of where the
spirit disappeared.

Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it
again by expending a spell slot of 3rd level or
higher.

### Storm of Minions

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

Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it again by expending a spell slot of 4th level or
higher.

   **Class Pages**
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