Ranger
Base Class: Ranger

Arcane subclass for Ranger

Level 3: Arcanic Lore

You gain a bonus to your Intelligence (Arcana) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 3: Arcane Initiate

Cantrips. You know two Wizard cantrips. These cantrips count as Ranger spells for you.

When you reach Ranger level 11, you learn another Wizard cantrip.

Arcane Spellcasting. When your Spellcasting feature lets you prepare a Ranger spell, you can choose either a Ranger spell or a Wizard spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Ranger spell for you.

Furthermore, you can use a Simple or Martial weapon as a Spellcasting Focus for your Ranger spells, and can perform the somatic components of spells even when you have weapons in both hands (this specifically does not apply to shields).

Level 7: Combat Arcana

You have learned to use your magic to better defend yourself. You gain one of the following features of your choice. When you gain a level in this class, you may replace the feature you've chosen with a different one from the list.

Adamantine Focus

While maintaining Concentration, you add half your Wisdom modifier (rounded up) to all Strength, Dexterity and Constitution saving throws

Evasiveness

As a Reaction when a hostile creature ends its turn within 5 feet of you, you may expend a spell slot to teleport up to 20 feet to an unoccupied space that you can see. After using this Reaction, your next attack roll is made with advantage if it is made before the end of your next turn.

Spellweaving

Whenever you take the Attack action and are able to make at least two attacks as part of this action, you can cast a Ranger cantrip that has a casting time of an action in place of one of the attacks.

Level 11: Improved Mark

Your mastery of the arcane improves your Hunter's Mark. You gain the following benefits:

Concentration. Whenever you start casting Hunter's Mark without using a spell slot thanks to your Favored Enemy feature, 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.

Arcane Mark. When a creature affected by your Hunter's Mark makes a saving throw against one of your spells, it subtracts 1d4 from the saving throw.

Level 15: Crowd Control

You are adept at fighting large numbers of enemies. You gain one feature of your choice from the following list, which includes the options from Combat Arcana. You cannot choose a feature you already have.

When you gain a level in this class, you may replace the feature you've chosen with a different one from the list that you do not already have.

Adamantine Focus

While maintaining Concentration, you add half your Wisdom modifier (rounded up) to all Strength, Dexterity and Constitution saving throws

Adaptive Shield

You learn to create a barrier of arcane energy that reacts to the presence of nearby foes.

As a Bonus Action, you can grant yourself Temporary Hit Points equal to half your Ranger level, multiplied by the number of hostile creatures within 5ft of you, up to a number of creatures equal to your Wisdom modifier.

Once this feature is used, it can't be used again until you finish a Short or Long Rest, unless you spend a spell slot of level 2+ (no action required) to restore your use of it.

Dual Targeting

When you cast a spell that targets only one creature and requires an attack roll or a saving throw, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Evasiveness

As a Reaction when a hostile creature ends its turn within 5 feet of you, you may expend a spell slot to teleport up to 20 feet to an unoccupied space that you can see. After using this Reaction, your next attack roll is made with advantage if it is made before the end of your next turn.

Force Wave

Once per turn, when you hit a creature with an attack, you can expend one spell slot to cause a wave of arcane energy to emanate from the hit.

Choose one of the following effects:

  • All creatures in a 10ft. cone originating from the target and facing away from you must make a Strength saving throw against your spell save DC. On a failed save, they take 2d4 force damage and are pulled up to 10ft. towards you. On a successful save, they take half as much damage and are not pulled. The damage of this option increases by 1d4, the cone's size increases by 5ft., and the distance pulled or pushed increases by 5ft. for each slot level above 1st.
  • All creatures in a 10ft. cone originating from the target and facing away from you must make a Dexterity saving throw against your spell save DC. On a failed save, they take 2d8 force damage. On a successful save, they take half as much damage. The damage of this option increases by 1d8 and the cone's size increases by 5ft. for each slot level above 1st.
  • All creatures in a 10ft. wide line originating from you and extending to your target must make a Constitution saving throw against your spell save DC. On a failed save, they take 2d10 thunder damage. On a successful save, they take half as much damage. The damage of this option increases by 1d10 for each slot level above 1st.

Note: as per the rules for Areas of Effect, you may choose whether or not the attack's target is included in the area.

Spellweaving

Whenever you take the Attack action and are able to make at least two attacks as part of this action, you can cast a Ranger cantrip that has a casting time of an action in place of one of the attacks.

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