Ranger
Base Class: Ranger

You know the ins and outs of adventuring. Your particular set of skills allows you to make the most out of limited resources in your quest for riches, power, or whatever end drives you to lead such a dangerous lifestyle.

Adventurers are fast-learning jacks-of-all-trades that value preparation above all else. The most experienced ones adapt to the world around them by developing their own adventuring styles. Colorful and versatile, these heroes are a force to be reckoned with when gold and artifacts are on the table.

Upon selecting the Adventurer subclass, you gain three features: Novice Adventurer, Potion Chugger, and Improvised Spellcasting.

If a feature has prerequisites, you must meet them to learn it. You can take the feature at the same time that you meet its prerequisites. A level prerequisite refers to your minimum level in this subclass. A class feature that is a prerequisite doesn't have to be from this class, it can be from levels attained through multiclassing. You can choose the subclass only once, even if you multiclass.

Adventurer Features

Ranger Level Feature
3rd Martial Spells, Novice Adventurer, Potion Chugger
7th Journeyman Adventurer
11th Expertise
15th Master Adventurer

Martial Spells

Level 1+ Adventurer feature, which replaces the Improvised Spellcasting feature (Artificer, Paladin, or Ranger)

You learn the 1st-level spells find familiar and Tenser's floating disk. You learn additional spells when you reach certain levels in this class, as shown on the Martial Adventurer Spells table.

Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are an artificer or paladin, you always have the spells prepared, and they don’t count against the number of spells you can prepare each day. 

Martial Adventurer Spells
Class Level Spells
3rd find familiar, Tenser's floating disk
5th enhance ability, Nystul's magic aura 
9th counterspell, Leomund's tiny hut
13th Mordenkainen’s faithful hound, Otiluke's resilient sphere
17th Bigby’s hand, Rary’s telepathic bond

Novice Adventurer

Level 1+ Adventurer feature

You excel at the fundamentals of adventuring. You gain proficiency in the Arcana and Survival skills if you don’t already have it.

You also learn one Adventuring Style, which is detailed under "Adventuring Styles" below. You can’t take an option more than once, even if you later get to choose again.

Potion Chugger

Level 1+ Adventurer feature

You chug potions in battle as effortlessly as you chug ale in a tavern. You can use a bonus action to drink a potion, such as a potion of healing or a potion of hill giant strength.

Journeyman Adventurer

Level 5+ Adventurer feature

Your experience in the field has allowed you to develop your style of adventuring further. You learn two additional Adventuring Styles.

Expertise

Level 9+ Adventurer feature

Choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with a tool. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Master Adventurer

Level 14+ Adventurer feature

You master the art of adventuring. You learn two Advanced Adventuring Styles, which are detailed under "Advanced Adventuring Styles" below. You can’t take an option more than once, even if you later get to choose again.

If an Advanced Adventuring Style has prerequisites, you must meet them to learn it. You can learn the Advanced Adventuring Style at the same time that you meet its prerequisites.

Adventuring Styles

The Adventuring Styles are presented in alphabetical order.

Aficionado

You gain proficiency in two skills of your choice.

Aggressive

You can use a bonus action to move up to your speed toward a hostile creature you can see.

Beast Tongue

Beasts can understand your speech, and you gain the ability to decipher their noises and motions.

Cannon

Objects you throw have double the range.

Crafty

The time and gold you spend to craft items and copy spells is halved. Moreover, you don't need to know the spell or have it prepared to scribe a spell scroll if you have a copy of the spell available.

Dabbling Magician

You learn two cantrips of your choice from the wizard spell list.

Dawnheart

If a magic item you are attuned to would regain expended charges at dawn, it regains all of its expended charges at dawn instead.

Dungeoneer

You gain proficiency with thieves' tools and learn the mage hand cantrip.

Expert

Choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

Helping Hand

You can use a bonus action to take the Help action.

Improviser

You are proficient with improvised weapons.

Keen Sight

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Knowledgeable

You gain proficiency in the History, Nature, and Religion skills.

Lookout

You can use a bonus action to take the Search action.

Magic Sense

You can cast detect magic and identify at will, requiring no material components.

Manipulative

Whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Potion Sensitivity

The effects of potions you drink last twice as long, and you regain twice as many hit points from them.

Quick Hands

You can use a bonus action to take the [Tooltip Not Found] action.

Ritual Scroll Caster

You can cast a spell with the ritual tag from a spell scroll as a ritual if its level is no higher than your proficiency bonus. If you do so, the spell scroll remains intact for future use instead of getting destroyed.

Roughouser

You can use a bonus action to grapple a creature.

Soft Step

Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.

Strider

Your walking speed increases by 10 feet.

Swimmer

You have a swimming speed equal to your walking speed.

Virtuoso

You gain proficiency with four tools of your choice.

Well-Rounded

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Advanced Adventuring Styles

The Advanced Adventuring Styles are presented in alphabetical order.

Adept Attuner

You can attune to up to four magic items at once.

Channel Divinity: Divine Will

Prerequisite: Divine Intervention cleric feature

You can use your Channel Divinity to manifest a magical divine intervention. As an action, you present your holy symbol and expend a spell slot of 6th-level or lower. You can duplicate any cleric spell with a level lower than the spell slot you expended. 

Consistent Talent

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 7 or lower as an 8.

Cunning Artificer

Prerequisite: Cunning Action rogue feature

You ignore all class requirements on the use of magic items.

Enchanting Visage

Whenever you cast a spell that causes any of its targets to be charmed on a failed saving throw, creatures that can see you have disadvantage on the save.

Evasive

You have advantage on Dexterity saving throws against effects that you can see while you aren't blinded, deafened, or incapacitated.

Force of Will

When you make a death saving throw and roll a 10 or higher on the d20, you regain 1 hit point.

Furious Focus

Prerequisite: Rage barbarian feature

You can cast spells and concentrate on them while raging. Your rage can't end early while you're concentrating on a spell.

Gentle Soul

Nonhostile beasts are friendly to you.

Golden Voice

Prerequisite: Song of Rest bard feature

Whenever you or a friendly creature hears the performance from your Song of Rest feature, its exhaustion level, if any, is decreased by 1 at the end of the short rest.

Hair-Triggered

You can add your proficiency bonus to your initiative rolls.

Herculean Strength

You double your carrying capacity and the weight you can push, drag, or lift.

Innate Magic

You don't require somatic or material components to cast spells without an indicated cost.

Legendary Sleeper

Whenever you finish a short or long rest, you gain temporary hit points equal to your class level.

Limited Telepathy

You can telepathically communicate with creatures you can see out to a range of 30 feet.

Omniglot

You can speak and understand all spoken languages.

Philosopher's Insight

You don’t consume material components that cost 500 gp or less while casting a spell.

Poison Tolerance

You have advantage on saving throws against poison, and you have resistance against poison damage.

Resilient Endurance

Prerequisite: Second Wind fighter feature

Whenever you use your Second Wind feature, your exhaustion level, if any, is decreased by 1.

Shielded Mind

You have resistance against psychic damage, and your mind can’t be read unless you allow it.

Skyrunner

Prerequisite: Slow Fall monk feature

During your turn, you have a flying speed equal to your walking speed. You fall if you end your turn in the air and nothing else is holding you aloft.

Swift Heal

Prerequisite: Lay on Hands paladin feature

You can use your Lay on Hands feature as a bonus action. If you do so, you can't restore more hit points at once than your class level.

Truthseer

You have truesight out to a range of 10 feet.

Unwavering Courage

You can’t be frightened.

Wisened Warrior

You gain proficiency in Wisdom saving throws.

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