Ranger
Base Class: Ranger

Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres to towering giants and terrifying dragons.

 

Hunter Magic

You learn an additional spell when your reach certain levels in this class, as shown in the Hunter Spell table below. Each spell counts as a ranger spell for you, but doesn't count to the number of ranger spells you know.

Hunter Spells
Ranger Level Spells

3st

faerie fire

5rd

hold person

9th

slow

13th

death ward

17th

hold monster

Lesser Favored Enemy

At 3rd level, you can call upon your training as a hunter to aid you in tracking and fighting different types of creatures.

As part of a long rest, you may spend an hour in scouting and studying the terrain around you and then select one type of creature from the Favored Enemy feature options between beasts, monstrosities, oozes, plants, or undead. Alternatively, you may select two types of humanoids (such as gnolls and orcs).

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. This damage bonus increases to +3 at level 9, and +4 at level 16.

You also gain the feature associated with the chosen enemy type below.

Beasts

You gain advantage on initiative rolls.

Humanoids

When you roll a 1 or 2 on a damage die for a weapon attack or Ranger spell, you can reroll the die and must use the new roll.

Monstrosities

You can add your Wisdom modifier to any ability check that uses Strength or Dexterity.

Oozes

You gain resistance to acid damage.

Plants

You gain resistance to poison damage and advantage on saving throws to avoid or end the poisoned condition on yourself.

Undead

You gain resistance to necrotic damage.

Hunter’s Quarry

At 3rd level, you can call on your bond with nature to mark a foe as your quarry. You learn the hunter’s mark spell and it doesn’t count against the number of spells you know.

You can use this spell without expending a spell slot and without requiring concentration. When you cast the spell in this way, its duration is 1 minute. You may cast the spell in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, you have advantage on Wisdom checks to perceive, track, or gain insight on your favored enemies, as well as on Intelligence checks to recall information about them and you may use your Wisdom modifier in place of your Intelligence modifier for any Intelligence (Nature) checks you make.

Greater Favored Enemy

By 6th level, you have studied even deadlier types of enemies and can prepare yourself to take them on with even less preparation.

When you make use of your Favored Enemy feature, you may now choose an additional type of creature from the Greater Favored Enemy aptions.

Whenever you finish a short rest, you may swap out one of your choices of Lesser or Greater Favored Enemy for another from the same table. You may make use of this feature once per long rest.

Furthermore, whenever you make a saving throw against a spell or ability from one of your favored enemies, you may choose to give yourself advantage on the save. You may do so a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Aberrations

You gain resistance to psychic damage.

Celestials

You gain resistance to radiant damage and have advantage on Insight Checks.

Constructs

While you are wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Dragons

You gain immunity to the frightened condition.

Elementals

Choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to that damage type.

Cold

You gain resistance to cold damage.

Fey

You are immune to being charmed.

Fiends

Choose one of the following saving throws: Intelligence or Charisma. You gain a bonus to that saving throw equal to your Wisdom modifier.

Fire

You gain resistance to fire damage.

Giants

Once per turn when you hit with a weapon attack, you can add 1d4 to the damage roll.

Lightning

You gain resistance to lighting damage.

Thunder

You gain resistance to thunder damage.

Sworn Enemy

By 11th level, your experience tracking and hunting a type of prey has become second nature to you, as an action you can extend your awareness to the environment around you. For 1 minute, you can sense whether your chosen Favored Enemies are present within 1 mile of you (only chosen Favored Enemies from this subclass). This feature reveals the general direction to any creature of the listed types, and can also reveal approximate numbers. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Choose a type of creature from either favored enemy table. You always retain the benefits from your Favored Enemy feature for enemies of that type, and any benefits you gain from the Favored Enemy Table become permanent for you.

In addition, your Sworn Enemies have disadvantage on saving throws against your Ranger spells.

Whenever you gain a level in this class, you may swap out your chosen sworn enemy for another option from the list.

Aberrations

You gain resistance to psychic damage.

Beasts

You gain advantage on initiative rolls.

Celestials

You gain resistance to radiant damage and have advantage on Insight Checks.

Constructs

While you are wearing armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Dragons

You gain immunity to the frightened condition.

Elementals

Choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to that damage type. 

Cold

You gain resistance to cold damage.

Fey

You are immune to being charmed.

Fiends

Choose one of the following saving throws: Intelligence or Charisma. You gain a bonus to that saving throw equal to your Wisdom modifier.

Fire

You gain resistance to fire damage.

Giants

Once per turn when you hit with a weapon attack, you can add 1d4 to the damage roll.

Humanoids

When you roll a 1 or 2 on a damage die for a weapon attack or Ranger spell, you can reroll the die and must use the new roll.

Lightning

You gain resistance to lighting damage.

Monstrosities

You can add your Wisdom modifier to any ability check that uses Strength or Dexterity.

Oozes

You gain resistance to acid damage.

Plants

You gain resistance to poison damage and advantage on saving throws to avoid or end the poisoned condition on yourself

Thunder

You gain resistance to thunder damage.

Undead

You gain resistance to necrotic damage.

Peerless Hunter

At 15th level, you have fought and studied many types of foes, and you can swiftly change tactics to bring down your prey.

Once per long rest, over the course of a minute, you may study your ranger lore and swap out one of your favored enemies for another from the same list.

In addition, you gain advantage on saving throws against the spells and abilities of your favored and sworn enemies, and when your favored or sworn enemies hit you with an attack, you gain a +4 bonus to your AC against all subsequent attacks made by that creature for the rest of the turn.

Comments

Posts Quoted:
Reply
Clear All Quotes