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Alternate Ranger Campaign - The Homebrewery

The document presents an alternate Ranger class for Dungeons & Dragons 5E, detailing changes to class features and subclasses to enhance gameplay. It includes sections on class abilities, favored enemies, natural exploration, and various Ranger conclaves. The aim is to strengthen the Ranger's unique role while maintaining balance and consistency in gameplay.

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malzelda123
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0% found this document useful (0 votes)
23 views29 pages

Alternate Ranger Campaign - The Homebrewery

The document presents an alternate Ranger class for Dungeons & Dragons 5E, detailing changes to class features and subclasses to enhance gameplay. It includes sections on class abilities, favored enemies, natural exploration, and various Ranger conclaves. The aim is to strengthen the Ranger's unique role while maintaining balance and consistency in gameplay.

Uploaded by

malzelda123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ALTERNATE RANGER

A Homebrew Class for 5E

 Vivien, Champion of the Wilds


Magali Villeneuve

An alternate option for playing Ranger in 5th Edition. This guide


includes changes to both the main class and subclasses.
ALTERNATE RANGER
Guide Created By Malmadork

 Concordant Crossroads
Alayna Danner
Contents
The Ranger 4 Hunter Conclave 19
5 Hunter’s Prey 19
Class Features
Favored Enemy 6 Defensive Tactics 19
Natural Explorer 7 Multiattack 19
Fighting Style 8 Superior Hunter’s Defense 19
Spellcasting 9 Monster Slayer Conclave 20
Primeval Awareness 10 Monster Slayer Magic 20
Primal Awareness (Optional) 10 Hunter’s Sense 21
Ranger Conclave 10 Slayer’s Prey 21
Ability Score Improvement 11 Supernatural Defense 21
Martial Versatility (Optional) 11 Magic User’s Nemesis 21
Extra Attack 11 Slayer’s Counter 21
Land’s Stride 11 Swarmkeeper Conclave 22
Hide in Plain Sight 11 Gathered Swarm 22
Vanish (Optional) 11 Swarmkeeper Magic 23
Natural Resurgence 11 Writhing Tide 23
Feral Senses 11 Mighty Swarm 23
Foe Slayer 11 Swarming Dispersal 23
Ranger Conclaves Changes to the Ranger Spell List 25
Beast Master Conclave 13 Changes From Fifth Edition 26
Primal Companion 13
Coordinated Attacks 14
Bestial Fury 14
Share Spells 14 
Drakewarden Conclave 15 Wood Ranger
FishKi98
Draconic Gift 15
Drake Companion 15
Bond of Fang and Scale 16
Drake’s Breath 16
Perfected Bond 16
Fey Wanderer Conclave 17
Dreadful Strikes 17
Fey Wanderer Magic 17
Otherworldly Glamour 17
Beguiling Twist 17
Fey Reinforcements 17
Misty Wanderer 17
Gloom Stalker Conclave 18
Gloom Stalker Magic 18
Dread Ambusher 18
Umbral Sight 18
Iron Mind 18
Stalker’s Flurry 18
Shadowy Dodge 18

3
 Murasa Ranger
Eric Deschamps

The Ranger
This section will delve into the ranger class, before

F
ar from the bustle of cities and towns, past
the hedges that shelter the most distant covering subclasses. The goal of this booklet is to
farms from the terrors of the wild, amid the strengthen the niche of playing a ranger without
dense-packed trees of trackless forests and detracting from what makes it unique. There are
across wide and empty plains, rangers keep improvements to help make them consistent, as well as
their unending watch. viable – both on and off the battlefield.

4
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Ranger
Proficiency Spells — Spell Slots Per Spell Level —
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Foes, Natural Explorer, Deft Explorer (Optional) — — — — — —
2nd +2 Fighting Style, Spellcasting, Spellcasting Focus (Optional) 2 2 — — — —
3rd +2 Primeval Awareness, Ranger Conclave, Primal Awareness (Optional) 3 3 — — — —
4th +2 Ability Score Improvement, Martial Versatility (Optional) 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Foes Improvement, Natural Explorer Improvement, Deft 4 4 2 — — —
Explorer Improvement (Optional)
7th +3 Ranger Conclave Feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride, Martial Versatility 5 4 3 — — —
(Optional)
9th +4 6 4 3 2 — —
10th +4 Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer 6 4 3 2 — —
Feature (Optional), Vanish (Optional)
11th +4 Ranger Conclave feature 7 4 3 3 — —
12th +4 Ability Score Improvement, Martial Versatility (Optional) 7 4 3 3 — —
13th +5 8 4 3 3 1 —
14th +5 Favored Foes Improvement, Natural Resurgence 8 4 3 3 1 —
15th +5 Ranger Conclave feature 9 4 3 3 2 —
16th +5 Ability Score Improvement, Martial Versatility (Optional) 9 4 3 3 2 —
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement, Martial Versatility (Optional) 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Class Features
As a ranger, you gain the following class features:
Hit Points
Hit Dice:1d10 per ranger level
10 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels: 1d10 (or 6) + your
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 three from Animal Handling, Athletics,
Insight, Investigation, Nature, Perception, Stealth,
and Survival
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
(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
 Halana, Kessig Ranger
Zoltan Boros
5
 Daybreak Ranger
Steve Prescott

Favored Enemy
Beginning at 1st level, you have significant experience Additionally, the knowledge you’ve collected about
studying, tracking, hunting, and even talking to certain favored enemies is at your disposal for whenever you
types of enemies. You’ve begun to log your experiences engage in combat with these types of enemies. You gain
with each of these enemies, understanding a bonus when you gain this feature as well as at higher
vulnerabilities and information about them. levels.
Start by choosing types of enemies: aberrations, Target the Weak Point (1st Level)
beasts, celestials, constructs, dragons, elementals, fey, Whenever you deal damage with an attack to a favored
fiends, giants, monstrosities, oozes, plants, or undead. foe, increase that damage by 1d4. This skills’s extra
Alternatively, you can select two species of humanoids damage increases when you reach certain levels in this
(such as gnolls and orcs) as favored enemies. class: to 1d6 at 6th level and to 1d8 at 14th level.
You have advantage on Wisdom (Survival) checks to
track one of your favored foes, as well as on Intelligence Stalk Your Prey (6th Level)
checks to recall information about them. When you gain At 6th level, you have advantage on Dexterity (Stealth)
this feature, you also learn one language of your choice checks you make against your favored foes.
that is spoken by one of the foes you’ve chosen, if they
speak one at all. Vigilant Hunter (14th Level)
You choose one additional favored enemy, as well as At 14th level, you’ve become adept at understanding the
an associated language, at 6th and 14th level. As you movements of your enemies and how to avoid their
gain levels, your choices should reflect the types of attacks. Whenever you deal damage with an attack to a
monsters you have encountered on your adventures. favored foe, the next attack against you made by that
creature is made with disadvantage.

6
 Alena, Kessig Trapper
Zoltan Boros

Natural Explorer Tireless Explorer (10th Level)


Also at 1st level, you become particularly familiar with Whenever you finish a short or long rest while traveling
one type of natural environment and are adept at in one of your favored terrains, you can give yourself a
traveling and surviving in such regions. You gain the number of Temporary Hit Points equal to 1d8 + your
Adept Explorer benefit below, and you gain an Wisdom modifier that last for the next hour.
additional benefit when you reach 6th level and 10th Additionally, your exhaustion level, if any, is decreased
level in this class. by 1.
Adept Explorer (1st Level)
Choose one type of favored terrain: arctic, coast, desert,
forest, grassland, mountain, swamp, or the Underdark. Deft Explorer (Optional)
When you make an Intelligence or Wisdom check This 1st-level feature replaces the Natural Explorer feature.
related to information about this terrain, your You gain no benefit from the replaced feature and don’t
proficiency bonus is doubled if you are using a skill that qualify for anything in the game that requires it.
you’re proficient in. You are an unsurpassed explorer and survivor, both in the
While traveling for an hour or more in one of your
favored terrains, you gain the following benefits: wilderness and in dealing with others on your travels. You
gain the Canny benefit below, and you gain an additional
Difficult terrain doesn’t slow your group’s travel. benefit when you reach 6th level and 10th level in this class.
Your group can’t become lost except by magical
means. Canny (1st Level)
Even when you are engaged in another activity while Choose one of your skill proficiencies. Your proficiency
traveling (such as foraging, navigating, or tracking), bonus is doubled for any ability check you make using the
you remain alert to danger. chosen skill.
If you are traveling alone, you can move stealthily at You can also speak, read, and write 2 additional languages
a normal pace.
When you forage, you find twice as much food as you of your choice.

normally would. Roving (6th Level)


While tracking other creatures, you also learn their Your walking speed increases by 5, and you gain a climbing
exact number, their sizes, and how long ago they
passed through the area. speed and a swimming speed equal to your walking speed.

You choose additional favored terrain types at 6th and Tireless (10th Level)
10th level. As an action, you can give yourself a number of temporary
hit points equal to 1d8 + your Wisdom modifier (minimum
Swift Explorer (6th Level) of 1 temporary hit point). You can use this action a number
You’ve become accustomed to the natural terrain, of times equal to your proficiency bonus, and you regain all
finding ways to move quicker. When traveling in one of
your favored terrains, your walking speed increases by expended uses when you finish a long rest.

10, and you gain a climbing speed and a swimming In addition, whenever you finish a short rest, your

speed equal to your walking speed. exhaustion level, if any, is decreased by 1.

7
 Boundary Lands Ranger

Fighting Style Pascal Quidault

At 2nd level, you adopt a particular style of fighting as Protection (PHB). When a creature you can see
your specialty. Choose one of the following options. You attacks a target other than you that is within 5 feet of
can’t take a Fighting Style option more than once, even you, you can use your reaction to impose
if you later get to choose again. disadvantage on the attack roll. You must be
With Alternate Ranger, you also are no longer limited wielding a shield.
to Archery, Defense, Dueling, and Two-Weapon Superior Technique (TCE). You learn one maneuver
Fighting. So, now your Ranger can grab a Shield and of your choice from among those available to the
focus on protecting their allies on the front lines if they Battle Master archetype. If a maneuver you use
want. requires your target to make a saving throw to resist
the maneuver’s effects, the saving throw DC equals 8
Archery (PHB). You gain a +2 bonus to attack rolls + your proficiency bonus + your Strength or
you make with ranged weapons. Dexterity modifier (your choice.)
Blind Fighting (TCE). You have blindsight with a You gain one superiority die, which is a d6 (this
range of 10 feet. Within that range, you can die is added to any superiority dice you have from
effectively see anything that isn’t behind total cover, another source). This die is used to fuel your
even if you’re blinded or in darkness. Moreover, you maneuvers. A superiority die is expended when you
can see an invisible creature within that range, use it. You regain your expended superiority dice
unless the creature successfully hides from you. when you finish a short or long rest.
Defense (PHB). While you are wearing armor, you Thrown Weapon Fighting (TCE). You can draw a
gain a +1 bonus to AC. weapon that has the thrown property as part of the
Dueling (PHB). When you are wielding a melee attack you make with the weapon. In addition, when
weapon in one hand and no other weapons, you gain you hit with a ranged attack using a thrown weapon,
a +2 bonus to damage rolls with that weapon. you gain a +2 bonus to the damage roll.
Great Weapon Fighting (PHB). When you roll a 1 or Two-Weapon Fighting (PHB). When you engage in
2 on a damage die for an attack you make with a two-weapon fighting, you can add your ability
melee weapon that you are wielding with two hands, modifier to the damage of the second attack.
you can reroll the die and must use the new roll, Unarmed Fighting (TCE). Your unarmed strikes can
even if the new roll is a 1 or a 2. The weapon must deal bludgeoning damage equal to 1d6 + your
have the two-handed or versatile property for you to Strength modifier on a hit. If you aren’t wielding any
gain this benefit. weapons or a shield when you make the attack roll,
Interception (TCE). When a creature you can see the d6 becomes a d8.
hits a target, other than you, within 5 feet of you with At the start of each of your turns, you can deal 1d4
an attack, you can use your reaction to reduce the bludgeoning damage to one creature grappled by
damage the target takes by 1d10 + your proficiency you.
bonus (to a minimum of 0 damage). You must be
wielding a shield or a simple or martial weapon to
use this reaction.

8
 Arbor Armament
Bayard Wu

Spellcasting
Additionally, when you gain a level in this class, you can
Starting at 2nd level, you are able to tap into the choose one of the ranger spells you know and replace it
magical essence of nature to cast spells, much as a with another spell from the ranger spell list, which also
druid does. must be of a level for which you have spell slots.
Spell Slots Spellcasting Ability
The Ranger table shows how many spell slots you have Wisdom is your spellcasting ability for your ranger
to cast your ranger spells of 1st level and higher. To cast spells, since your magic draws on your attunement to
one of these spells, you must expend a slot of the spell’s nature. You use your Wisdom whenever a spell refers to
level or higher. You regain all expended spell slots when your spellcasting ability. In addition, you use your
you finish a long rest. Wisdom modifier when setting the saving throw DC for
Spells Known of 1st Level and Higher a ranger spell you cast and when making an attack roll
You know two 1st-level spells of your choice from the with one.
ranger spell list. Spell save DC = 8 + your proficiency bonus + your

The Spells Known column of the Ranger table shows Wisdom modifier
when you learn more ranger spells of your choice. Each Spell attack modifier = your proficiency bonus + your
of these spells must be of a level for which you have Intelligence modifier
spell slots. For instance, when you reach 5th level in Spellcasting Focus (Optional)
this class, you can learn one new spell of 1st or 2nd At 2nd level, you can use a druidic focus as a
level. spellcasting focus for your ranger spells. A druidic focus
With this alternate version of Ranger, there are a few might be a sprig of mistletoe or holly, a wand or rod
additional spells added to the Ranger spell list. made of yew or another special wood, a staff drawn
whole from a living tree, or an object incorporating
feathers, fur, bones, and teeth from sacred animals.

9
Primeval Awareness Drakewarden. Your connection to the natural world
takes the form of a draconic spirit, which can
Beginning at 3rd level, you can use your action and manifest in physical form as a drake. As your powers
expend one ranger spell slot to focus your awareness on grow, your drake grows as well, blossoming from a
the region around you. For 1 minute per level of the small four-legged companion to a majestic winged
spell slot you expend, you can sense whether the creature large and strong enough for you to ride.
following types of creatures are present within 1 mile of Fey Wanderer. A fey mystique surrounds you, thanks
you (or within up to 6 miles if you are in your favored to the boon of an archfey, the shining fruit you ate
terrain): aberrations, celestials, dragons, elementals, fey, from a talking tree, the magic spring you swam in, or
fiends, and undead. This feature doesn’t reveal the some other auspicious event. However you acquired
creatures’ location or number. You can use this feature your fey magic, you are now a Fey Wanderer, a
a number of your times equal to your proficiency bonus, ranger who represents both the mortal and the fey
and you regain all expended uses when you finish a long realms.
rest. Gloom Stalker. Gloom stalkers are at home in the
Primal Awareness (Optional) darkest places: deep under the earth, in gloomy
alleyways, in primeval forests, and wherever else the
This 3rd-level feature replaces the Primeval Awareness light dims. Most folk enter such places with
feature. You gain no benefit from the replaced feature trepidation, but a gloom stalker ventures boldly into
and don’t qualify for anything in the game that requires the darkness, seeking to ambush threats before they
it. can reach the broader world.
You can focus your awareness through the Horizon Walker. Horizon walkers guard the world
interconnections of nature: you learn additional spells against threats that originate from other planes or
when you reach certain levels in this class if you don’t that seek to ravage the mortal realm with
already know them, as shown in the Primal Awareness otherworldly magic. They seek out planar portals
Spells table. These spells don’t count against the and keep watch over them, venturing to the Inner
number of ranger spells you know. Planes and the Outer Planes as needed to pursue
their foes.
Hunter. Some rangers seek to master weapons to
better protect civilization from the terrors of the
Primal Awareness Spells wilderness. Members of the Hunter Conclave learn
Ranger Level Spell specialized fighting techniques for use against the
3rd Speak with Animals most dire threats, from rampaging ogres and hordes
5th Beast Sense of orcs to towering giants and terrifying dragons.
9th Speak with Plants Monster Slayer. You have dedicated yourself to
13th Locate Creature hunting down creatures of the night and wielders of
17th Commune with Nature 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
You can cast each of these spells once without defeating mighty, mystical foes.
expending a spell slot. Once you cast a spell in this way, Swarmkeeper. Feeling a deep connection to the
you can’t do so again until you finish a long rest. environment around them, some rangers reach out
through their magical connection to the world and
Ranger Conclave bond with a swarm of nature spirits. The swarm
At 3rd level, you choose to emulate the ideals and becomes a potent force in battle, as well as helpful
training of a ranger conclave. Your choice grants you company for the ranger. Some Swarmkeepers are
features at 3rd level and again at 7th, 11th, and 15th outcasts or hermits, keeping to themselves and their
level. attendant swarms rather than dealing with the
discomfort of others.
Ranger Conclaves
Beast Master. The Beast Master archetype embodies
a friendship between the civilized species 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.

10
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.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a
fighting style you know with another fighting style
available to rangers. This replacement represents a shift
of focus in your martial practice.
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 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  Rangers of Ithilien

if they have thorns, spines, or a similar hazard. Torgeir Fjereide

In addition, you have advantage on saving throws Natural Resurgence


against plants that are magically created or manipulated At 14th level, your connection to the natural world
to impede movement, such as those created by the resurges your spirit. Whenever you roll initiative, you
Entangle spell. can roll an additional 1d4. You can either add this to
Hide in Plain Sight your initiative roll, or you can regain a spell slot of level
Starting at 10th level, you can spend 1 minute creating equal to or less than the value rolled. You can use this
camouflage for yourself. You must have access to fresh ability a number of times equal to your Proficiency
mud, dirt, plants, soot, and other naturally occurring Bonus, and you regain all expended uses when you
materials with which to create your camouflage. finish a long rest.
Once you are camouflaged in this way, you can try to Feral Senses
hide by pressing yourself up against a solid surface, At 18th level, you gain preternatural senses that help
such as a tree or wall, that is at least as tall and wide as you fight creatures you can’t see. When you attack a
you are. You gain a +10 bonus to Dexterity (Stealth) creature you can’t see, your inability to see it doesn’t
checks as long as you remain pressed up against that impose disadvantage on your attack rolls against it.
surface. Once you move more than half your speed, take You are also aware of the location of any invisible
an action other than Hide or Use an Object, or a creature within 30 feet of you, provided that the
reaction, you must camouflage yourself again to gain creature isn’t hidden from you and you aren’t blinded or
this benefit. deafened.
Vanish (Optional) Foe Slayer
This 10th-level feature replaces the Hide in Plain Sight At 20th level, you become an unparalleled hunter of
feature. You gain no benefit from the replaced feature your enemies. Once on each of your turns, you can add
and don’t qualify for anything in the game that requires your Wisdom modifier to the attack roll or the damage
it. roll of an attack you make against one of your favored
You can use the Hide action as a bonus action on your foes. You can choose to use this feature before or after
turn. Also, you can’t be tracked by nonmagical means, the roll, but before any effects of the roll are applied.
unless you choose to leave a trail. Additionally, the thrill of the hunt fills you with vigor.
The first time on each of your turns that you kill a
favored foe with an attack, you can regain a number of
hitpoints equal to twice your Wisdom modifier.

11
RANGER CONCLAVES

 Erinis, Gloom Stalker


Ioannis Fiore
Beast Master Conclave
he Beast Master archetype embodies a

T
friendship between the civilized species
and the beasts of the world. United in Beast of the Land
focus, beast and ranger work as one to fight Medium Beast
the monstrous foes that threaten
civilization and the wilderness alike. Armor Class 13 + your Proficiency Bonus
Emulating the Beast Master archetype Hit Points 5 + five times your ranger level (the beast has a

means committing yourself to this ideal, working in number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40ft.
partnership with an animal as its companion and friend.
STR DEX CON INT WIS CHA
Primal Companion 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
You magically summon a primal beast, which draws
strength from your bond with nature. The beast is Senses darkvision 60 ft., passive Perception 12
friendly to you and your companions and obeys your Languages understands the languages you speak
commands. Choose its stat block-Beast of the Land, Challenge – Proficiency Bonus equals your bonus
Beast of the Sea, or Beast of the Sky-which uses your
proficiency bonus (PB) in several places. You also Charge. If the beast moves at least 20 feet straight toward a
determine the kind of animal the beast is, choosing a target and then hits it with a maul attack on the same turn, the
kind appropriate for the stat block. Whatever kind you target takes an extra 1d6 slashing damage. If the target is a
choose, the beast bears primal markings, indicating its creature, it must succeed on a Strength saving throw against
mystical origin. your spell save DC or be knocked prone.

In combat, the beast acts during your turn. It can move Primal Bond. You can add your proficiency bonus to any ability

and use its reaction on its own, but the only action it check or saving throw that the beast makes.

takes is the Dodge action, unless you take a bonus Actions


action on your turn to command it to take another Maul. Melee Weapon Attack: your spell attack modifier to hit,
action. That action can be one in its stat block or some reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
other action. You can also sacrifice one of your attacks
when you take the Attack action to command the beast
to take the Attack action. If you are incapacitated, the Beast of the Sea
beast can take any action of its choice, not just Dodge. Medium Beast
If the beast has died within the last hour, you can use
your action to touch it and expend a spell slot of 1st Armor Class 13 + your Proficiency Bonus

level or higher. The beast returns to life after 1 minute Hit Points 5 + five times your ranger level (the beast has a
number of Hit Dice [d8s] equal to your ranger level)
with all its hit points restored. When you finish a long Speed 5 ft., swim 60ft.
rest, you can summon a different primal beast. The new
beast appears in an unoccupied space within 5 feet of STR DEX CON INT WIS CHA
you, and you choose its stat block and appearance. If 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
you already have a beast from this feature, it vanishes
when the new beast appears. The beast also vanishes if Senses darkvision 60 ft., passive Perception 12
you die. Languages understands the languages you speak
Challenge – Proficiency Bonus equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability
check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier
to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or
bludgeoning damage (your choice), and the target is grappled
(escape DC equals your spell save DC). Until this grapple ends,
the beast can’t use this attack on another target.

13
 Vivien’s Talent
Eli Minaya

Coordinated Attacks
Beast of the Sky
Small Beast Beginning at 7th level, you and your beast companion
form a more potent fighting team. When you use the
Armor Class 13 + your Proficiency Bonus attack action on your turn, if your companion can see
Hit Points 4 + four times your ranger level (the beast has a you, it can use its reaction to make a melee attack.
number of Hit Dice [d8s] equal to your ranger level) Additionally, on any of your turns when your beast
Speed 10 ft., fly 60ft. companion doesn’t attack via your command, you can
use a bonus action to command the beast to take the
STR DEX CON INT WIS CHA
Dash, Disengage, Dodge, or Help action on its turn. (It
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
can use it’s reaction to make a melee attack and you can
also use a bonus action to either command it to attack
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak or take the Dash, Disengage, Dodge, or Help action).
Challenge – Proficiency Bonus equals your bonus
Bestial Fury
Starting at 11th level, when you command your beast
Flyby. The beast doesn’t provoke opportunity attacks when it
flies out of an enemy’s reach. companion to take the Attack action, the beast can
make two attacks. In addition, your beast shares effects
Primal Bond. You can add your proficiency bonus to any ability
check or saving throw that the beast makes.
of Insight skills you use when fighting favored enemies.
Actions
Share Spells
Beginning at 15th level, when you cast a spell targeting
Shred. Melee Weapon Attack: your spell attack modifier to hit,
reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage. yourself, you can also affect your beast companion with
the spell if the beast is within 30 feet of you.

14
Drakewarden Conclave
our connection to the natural world takes

Y
the form of a draconic spirit, which can
manifest in physical form as a drake. As your
powers grow, your drake grows as well,
blossoming from a small four-legged
companion to a majestic winged creature
large and strong enough for you to ride. Along
the way, you gain an increasing share of the awe-
inspiring power of dragons.
Draconic Gift
At 3rd level, the bond you share with your drake creates
a connection to dragonkind, granting you understanding
and empowering your presence.
You gain the following benefits:
Thaumaturgy. You learn the Thaumaturgy cantrip,
which is a ranger spell for you.
Tongue of Dragons. You learn to speak, read, and
write Draconic or one other language of your choice.  Drakewarden
triciab79
Drake Companion
At 3rd level, as an action, you can magically summon Drake Companion
the drake that is bound to you. It appears in an Small Dragon
unoccupied space of your choice within 30 feet of you.
Armor Class 14 + your Proficiency Bonus (natural armor)
The drake is friendly to you and your companions, and it Hit Points 5 + five times your ranger level (the beast has a
obeys your commands. See its game statistics in the number of Hit Dice [d10s] equal to your ranger level)
accompanying Drake Companion stat block, which uses Speed 40 ft.
your proficiency bonus (PB) in several places. Whenever
you summon the drake, choose a damage type listed in STR DEX CON INT WIS CHA
its Draconic Essence trait. You can determine the 16 (+3) 12 (+1) 15 (+2) 8 (-1) 14 (+2) 8 (-1)
cosmetic characteristics of the drake, such as its color,
its scale texture, or any visible effect of its Draconic Saving Throws Dex +1 plus PB, Wis +2 plus PB
Essence; your choice has no effect on its game statistics. Damage Immunities determined by the drake’s Draconic
Essence trait
In combat, the drake shares your initiative count, but it Senses darkvision 60 ft., passive Perception 12

takes its turn immediately after yours. It can move and Languages Draconic
Challenge – Proficiency Bonus equals your bonus
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 Flyby. When you summon the drake, choose a damage type:
action. That action can be one in its stat block or some acid, cold, fire, lightning, or poison. The chosen type

other action. If you are incapacitated, the drake can take determines the drake’s damage immunity and the damage of

any action of its choice, not just Dodge. its Infused Strikes trait.
Actions
The drake remains until it is reduced to 0 hit points, Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one
until you use this feature to summon the drake again, or target. Hit: 1d6 plus PB piercing damage.
until you die. Anything the drake was wearing or
carrying is left behind when the drake vanishes. Reactions
Infused Strikes. When another creature within 30 feet of the
Once you summon the drake, you can’t do so again until drake that it can see hits a target with a weapon attack, the
you finish a long rest, unless you expend a spell slot of drake infuses the strike with its essence, causing the target to
1st level or higher to summon it. take an extra 1d6 damage of the type determined by its
Draconic Essence.

15
Bond of Fang and Scale
At 7th level the bond you share with your drake
intensifies, protecting you and stoking the drake’s fury.
When you summon your drake, it grows wings on its
back and gains a flying speed equal to its walking speed.
In addition, while your drake is summoned, you and the
drake gain the following benefits:
Drake Mount. The drake grows to Medium size.
Reflecting your special bond, you can use the drake
as a mount if your size is Medium or smaller. While
you are riding your drake, it can’t use the flying
speed of this feature.
Magic Fang. The drake’s Bite attack deals an extra
1d6 damage of the type chosen for the drake’s
Draconic Essence.
Resistance. You gain resistance to the damage type
chosen for the drake’s Draconic Essence.
Drake’s Breath
At 11th level, 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
(your choice doesn’t have to match your drake’s
Draconic Essence). Each creature in the cone must
make a Dexterity saving throw against your spell save
DC, taking 8d6 damage on a failed save, or half as much
damage on a successful one.
This damage increases to 10d6 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:
Empowered Bite. 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).
Large Drake. The drake grows to Large size. When
you ride your drake, it is no longer prohibited from
using the flying speed of Bond of Fang and Scale.
Reflexive Resistance. 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. You
can use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.

 The Dragon-Kami Reborn

16 Alix Branwyn
Fey Wanderer Conclave
fey mystique surrounds you, thanks to the

A
Otherworldly Glamour
boon of an archfey, the shining fruit you ate
from a talking tree, the magic spring you Additionally at 3rd level, your fey qualities give you a
swam in, or some other auspicious event. supernatural charm. As a result, whenever you make a
However you acquired your fey magic, you Charisma check, you gain a bonus to the check equal to
are now a Fey Wanderer, a ranger who your Wisdom modifier (minimum of +1).
represents both the mortal and the fey In addition, you gain proficiency in one of the following
realms. As you wander the multiverse, your joyful skills of your choice: Deception, Performance, or
laughter brightens the hearts of the downtrodden, and Persuasion.
your martial prowess strikes terror in your foes, for
great is the mirth of the fey and dreadful is their fury. Beguiling Twist
Dreadful Strikes Beginning at 7th level, the magic of the Feywild guards
At 3rd level, you can augment your weapon strikes with your mind. You have advantage on saving throws
mind-scarring magic, drawn from the gloomy hollows of against being charmed or frightened.
the Feywild. When you hit a creature with a weapon, In addition, whenever you or a creature you can see
you can deal an extra 1d4 psychic damage to the target, within 120 feet of you succeeds on a saving throw
which can take this extra damage only once per turn. against being charmed or frightened, you can use your
The extra damage increases to 1d6 when you reach reaction to force a different creature you can see within
7th level in this class, and further increases to 1d8 when 120 feet of you to make a Wisdom saving throw against
you reach 11th level in this class. your spell save DC. If the save fails, the target is
Fey Wanderer Magic charmed or frightened by you (your choice) for 1
Also at 3rd level, you learn an additional spell when you minute. The target can repeat the saving throw at the
reach certain levels in this class, as shown in the Fey end of each of its turns, ending the effect on itself on a
Wanderer Spells table. Each spell counts as a ranger successful save.
spell for you, but it doesn’t count against the number of Fey Reinforcements
ranger spells you know. At 11th level, the royal courts of the Feywild have
blessed you with the assistance of fey beings: you know
Fey Wanderer Spells the spell Summon Fey]
(http://dnd5e.wikidot.com/spell:summon-fey). It doesn’t
Ranger Level Spell count against the number of ranger spells you know,
3rd Charm Person and you can cast it without a material component. You
5th Misty Step can also cast it once without using a spell slot, and you
9th
13th
Dispel Magic
Dimension Door
regain the ability to do so when you finish a long rest.
17th Mislead Whenever 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.
You also possess a preternatural blessing from a fey ally Misty Wanderer
or a place of fey power. Choose your blessing from the
Feywild Gifts table or determine it randomly. When you reach 15th level, you can slip in and out of
the Feywild to move in a blink of an eye: you can cast
Feywild Gifts Misty Step without expending a spell slot. You can do so
d6 Gift a number of times equal to your Wisdom modifier
1 Illusory butterflies flutter around you while you take a short (minimum of once), and you regain all expended uses
or long rest. when you finish a long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
In addition, whenever you cast Misty Step, you can
3 You faintly smell of cinnamon, lavender, nutmeg, or another
bring along one willing creature you can see within 5
comforting herb or spice.
feet of you. That creature teleports to an unoccupied
4 Your shadow dances while no one is looking directly at it.
space of your choice within 5 feet of your destination
5 Horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each space.
dawn.

17
Gloom Stalker Spells
Ranger Level Spell
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher
At 3rd level, you master the art of the ambush. 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 1d6 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 species or
 Gloom Stalker from your Favored Terrain feature, its range increases
Victor Tan
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.
Gloom Stalker Iron Mind
By 7th level, you have honed your ability to resist the
Conclave mind-altering powers of your prey. You gain proficiency
loom stalkers are at home in the darkest in Wisdom saving throws. If you already have this

G
places: deep under the earth, in gloomy proficiency, you instead gain proficiency in Intelligence
alleyways, in primeval forests, and or Charisma saving throws (your choice).
wherever else the light dims. Most folk Stalker’s Flurry
enter such places with trepidation, but a At 11th level, you learn to attack with such unexpected
gloom stalker ventures boldly into the speed that you can turn a miss into another strike. Once
darkness, seeking to ambush threats before on each of your turns when you miss with a weapon
they can reach the broader world. Such rangers are attack, you can make another weapon attack as part of
often found in the Underdark, but they will go any place the same action.
where evil lurks in the shadows.
Gloom Stalker Magic Shadowy Dodge
Starting at 3rd level, you learn an additional spell when Starting at 15th level, you can dodge in unforeseen
you reach certain levels in this class, as shown in the ways, with wisps of supernatural shadow around you.
Gloom Stalker Spells table. The spell counts as a Whenever a creature makes an attack roll against you
ranger spell for you, but it doesn’t count against the and doesn’t have advantage on the roll, you can use your
number of ranger spells you know. reaction to impose disadvantage on it. You must use this
feature before you know the outcome of the attack roll.

18
Hunter Conclave
ome rangers seek to master weapons to better

S
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.
Hunter’s Prey
At 3rd level, you gain one of the following features of
your choice.
Colossus Slayer. Your tenacity can wear down the
most potent foes. When you hit a creature with a
weapon attack, the creature takes an extra 1d8  Savvy Hunter

damage if it’s below its hit point maximum. You can Dan Dos Santos

deal this extra damage only once per turn.


Giant Killer. When a Large or larger creature within Multiattack
5 feet of you hits or misses you with an attack, you At 11th level, you gain one of the following features of
can use your reaction to attack that creature your choice.
immediately after its attack, provided that you can
see the creature. Volley. You can use your action to make a ranged
Horde Breaker. Once on each of your turns when
you make a weapon attack, you can make another attack against any number of creatures within 10
attack with the same weapon against a different feet of a point you can see within your weapon’s
creature that is within 5 feet of the original target range. You must have ammunition for each target, as
and within range of your weapon. normal, and you make a separate attack roll for each
target
During a short or a long rest, you can replace one of Whirlwind Attack. You can use your action to make
these features with another of your choice. melee attacks against any number of creatures
within 5 feet of you, with a separate attack roll for
Defensive Tactics each target.
At 7th level, you gain one of the following features of During a short or a long rest, you can replace one of
your choice. these features with another of your choice.
Escape the Horde. Opportunity attacks against you Superior Hunter’s Defense
are made with disadvantage. At 15th level, you gain one of the following features of
Multiattack Defense. When a creature hits you with
an attack, you gain a +4 bonus to AC against all your choice.
subsequent attacks made by that creature for the Evasion. When you are subjected to an effect, such
rest of the turn. as a red dragon’s fiery breath or a lightning bolt
Steel Will. You have advantage on saving throws
against being frightened. spell, that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
During a short or a long rest, you can replace one of damage if you succeed on a saving throw, and only
these features with another of your choice. 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.
During a short or a long rest, you can replace one of
these features with another of your choice.
19
 Hansk, Slayer Zealot
Michal Ivan

Monster Slayer Conclave


ou have dedicated yourself to hunting down

Y
creatures of the night and wielders of grim
magic. A monster slayer seeks out vampires,
dragons, evil fey, fiends, and other magical Monster Slayer Spells
threats. Trained in supernatural techniques to
overcome such monsters, slayers are experts Ranger Level Spell
at defeating mighty, mystical foes. 3rd
5th
Protection from Evil and Good
Zone of Truth
Monster Slayer Magic 9th Magic Circle

Starting at 3rd level, you learn an additional spell when 13th Banishment

you reach certain levels in this class, as shown in the 17th Hold Monster

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.
20
Hunter’s Sense
At 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.
You can use this feature a number of times equal to
your Proficiency Bonus. You regain all expended uses of
it when you finish a long rest.
Slayer’s Prey
Starting 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.
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, you gain extra resilience against your prey’s
assaults on your mind and body. 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
target’s grapple, add 1d6 to your roll.
Magic User’s Nemesis
At 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.
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, you gain the ability to counterattack when
your prey tries to sabotage you. 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 the attack hits, your
save automatically succeeds, in addition to the attack’s
normal effects.

 Triumph of Gerrard
Daniel Ljunggren
21
 Cloakwood Swarmkeeper
Yangtian Li

Swarmkeeper Conclave
eeling a deep connection to the environment

F
Swarm Appearance
around them, some rangers reach out
through their magical connection to the d4 Appearance

world and bond with a swarm of nature 1 Swarming insects

spirits. The swarm becomes a potent force 2 Miniature twig blights

in battle, as well as helpful company for the 3 Fluttering birds

ranger. Some Swarmkeepers are outcasts 4 Playful Pixies

or hermits, keeping to themselves and their attendant Once on each of your turns, you can cause the swarm to
swarms rather than dealing with the discomfort of assist you in one of the following ways, immediately
others. Other Swarmkeepers enjoy building vibrant after you hit a creature with an attack:
communities that work for the mutual benefit of all
those they consider part of their swarm. The attack’s target takes 1d6 piercing damage from
Gathered Swarm
the swarm.
The attack’s target must succeed on a Strength
At 3rd level, a swarm of intangible nature spirits has saving throw against your spell save DC or be moved
bonded itself to you and can assist you in battle. While by the swarm up to 15 feet horizontally in a direction
you’re alive, the swarm remains in your space, crawling of your choice.
on you or flying and skittering around you within your You are moved by the swarm 5 feet horizontally in a
space. You determine its appearance, or you generate direction of your choice.
its appearance by rolling on the Swarm Appearance
table.

22
Swarmkeeper Magic
Also 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.
You 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.

Swarmkeeper Spells
Ranger Level Spell
3rd Faerie Fire, Mage Hand
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague

Writhing Tide
Beginning 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.
You 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.
Mighty Swarm
At 11th level, your Gathered Swarm grows mightier in
the following ways:
The damage of Gathered Swarm increases to 1d8.
If a creature fails its saving throw against being
moved by the Gathered Swarm, you can also cause
the swarm to knock the creature prone.
When you are moved by Gathered Swarm, it gives
you half cover until the start of your next turn.
Swarming Dispersal
When 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.
You 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.
 The Hunger Tide Rises
Liiga Smilshkalne
23
RANGER SPELL LIST

CHANGES

 Vivien, Arkbow Ranger


Yongjae Choi

24
 Archdruid’s Charm
Liiga Smilshkalne

Changes to the Ranger Spell List


longside other changes to the base ranger

A
Level Spell School Casting Time
class and it’s subclasses, this guide provides 1st Feather Fall Transmutation 1 Reaction
several additional spells that can 2nd Find Steed Conjuration 10 minutes
supplement the existing spell lists for 2nd Wither and Bloom Necromancy 1 Action
Ranger. The following spells are 3rd Dispel Magic Abjuration 1 Action
recommendations and suggestions for that 4th Find Greater Steed Conjuration 10 Minutes
list, sorted by spell level. Consult your DM 5th Hold Monster Enchantment 1 Action
to see if these spells are appropriate for your campaign.

25
Feather Fall Wither and Bloom
1st-level transmutation 2nd-level necromancy
Casting Time: 1 reaction, which you take when you or a Casting Time: 1 action
creature within 60 feet of you falls Range: 60 feet
Range: 60 feet Components: V, S, M (a withered vine twisted into a
Components: V, M (a small feather or piece of down) loop)
Duration: 1 minute Duration: Instantaneous
Choose up to five falling creatures within range. A You invoke both death and life upon a 10-foot-radius
falling creature’s rate of descent slows to 60 feet per sphere centered on a point within range. Each creature
round until the spell ends. If the creature lands before of your choice in that area must make a Constitution
the spell ends, it takes no falling damage and can land saving throw, taking 2d6 necrotic damage on a failed
on its feet, and the spell ends for that creature. save, or half as much damage on a successful one.
Nonmagical vegetation in that area withers.
Find Steed In addition, one creature of your choice in that area
2nd-level conjuration can spend and roll one of its unspent Hit Dice and
Casting Time: 10 minutes regain a number of hit points equal to the roll plus your
Range: 30 feet spellcasting ability modifier.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 3rd level or higher, the damage increases by 1d6
You summon a spirit that assumes the form of an for each slot above 2nd, and the number of Hit Dice that
unusually intelligent, strong, and loyal steed, creating a can be spent and added to the healing roll increases by
long-lasting bond with it. Appearing in an unoccupied one for each slot above 2nd.
space within range, the steed takes on a form that you
choose: a warhorse, a pony, a camel, an elk, or a mastiff. Dispel Magic
(Your DM might allow other animals to be summoned 3rd-level abjuration
as steeds.) The steed has the statistics of the chosen 1 action
form, though it is a celestial, fey, or fiend (your choice) Casting Time:
120 feet
instead of its normal type. Additionally, if your steed has Range:
V, S
an Intelligence of 5 or less, its Intelligence becomes 6, Components:
Instantaneous, up to 10 minutes
and it gains the ability to understand one language of Duration:
Choose any creature, object, or magical effect within
your choice that you speak. range. Any spell of 3rd level or lower on the target ends.
Your steed serves you as a mount, both in combat and For each spell of 4th level or higher on the target, make
out, and you have an instinctive bond with it that allows
you to fight as a seamless unit. While mounted on your an ability check using your spellcasting ability. The DC
steed, you can make any spell you cast that targets only equals 10 + the spell’s level. On a successful check, the
you also target your steed. spell ends.
When the steed drops to 0 hit points, it disappears, At Higher Levels. When you cast this spell using a
leaving behind no physical form. You can also dismiss spell slot of 4th level or higher, you automatically end
your steed at any time as an action, causing it to the effects of a spell on the target if the spell’s level is
disappear. In either case, casting this spell again equal to or less than the level of the spell slot you used.
summons the same steed, restored to its hit point
maximum.
While your steed is within 1 mile of you, you can
communicate with each other telepathically. You can’t
have more than one steed bonded by this spell at a time.
As an action, you can release the steed from its bond at
any time, causing it to disappear.

26
Find Greater Steed
4th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous
You summon a spirit that assumes the form of a loyal,
majestic mount. Appearing in an unoccupied space
within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros,
or a saber-toothed tiger. The creature has the statistics
provided in the Monster Manual for the chosen form,
though it is a celestial, a fey, or a fiend (your choice)
instead of its normal creature type. Additionally, if it has
an Intelligence score of 5 or lower, its Intelligence
becomes 6, and it gains the ability to understand one
language of your choice that you speak. You control the
mount in combat. While the mount is within 1 mile of
you, you can communicate with it telepathically. While
mounted on it, you can make any spell you cast that
targets only you also target the mount. The mount
disappears temporarily when it drops to 0 hit points or
when you dismiss it as an action. Casting this spell
again re-summons the bonded mount, with all its hit
points restored and any conditions removed. You can’t
have more than one mount bonded by this spell or find
steed at the same time. As an action, you can release a
mount from its bond, causing it to disappear
permanently. Whenever the mount disappears, it leaves
behind any objects it was wearing or carrying.
Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The
target must succeed on a Wisdom saving throw or be
paralyzed for the duration. This spell has no effect on
undead. At the end of each of its turns, the target can
make another Wisdom saving throw. On a success, the
spell ends on the target.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, you can target one
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when you
target them.

 Druid Class
Liiga Smilshkalne

27
Changes From Fifth Edition
This section details the changes between the base Fifth Edition (5E) Ranger and this alternate option for the class.
This does not reflect changes to individual subclasses yet, so please refer to the Ranger Conclaves section.
Core Feature Changes
Feature Level Changes
Favored 1 There are additional features at gained at 1st, 6th, and 14th level (Target the Weak Point at 1st level gives bonus
Enemy damage to favored foes, Stalk Your Prey at 6th level gives you advantage to Stealth checks against favored foes,
and Vigilant Hunter at 14th gives your favored foes disadvantage on their next attack whenever you deal damage
to them)
Natural 1 Implements a blend of both Natural Explorer and Deft Explorer, and strengthens the level 6 ability (Swift Explorer)
Explorer by increasing your walking speed in your favored terrains.
Fighting Style 2 You now have access to other Fighting Styles that were limited to other classes.
Hide in Plain 10 Allows you to move a limited amount and take limited actions as long as you are pressed against a solid surface
Sight before needing to re-camouflage yourself.
Vanish 10 Replaces the Optional Nature’s Veil feature from base Ranger, granting access to the Hide action as a bonus
(Optional) action even earlier.
Natural 14 Replaces Vanish from base Ranger, for a way to refuel missing spell slots several times each long rest.
Resurgence
Foe Slayer 20 Grants hitpoints equal to twice your Wisdom modifier whenever you kill a favored foe with an attack in addition to
bonuses from base Ranger.
Spell List - Allows Ranger to utilize the Feather Fall, Find Steed, Wither and Bloom, Dispel Magic, Find Greater Steed, Hold
Monster spells

 Sylvan Ranger
Christopher Moeller

28
Ranger
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.
This guide details alternate options for playing the
Ranger class and it’s subclasses for Dungeons and
Dragons.

The Ranger’s flavorful features like Favored Foe


and Natural Explorer received an update to make
them more flexible, and more powerful too. Other
class features saw upgrades and rebalancings to
allow Rangers to keep up with other party
members – all whilst maintaining flavor.

For use with the 5th edition of Dungeons and


Dragons.

Homebrewery.Naturalcrit.com

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