Ranger
Base Class: Ranger

Gather Intelligence as a Suave Stealthy Agent

Invoke your uncanny perceptive powers as a Private Eye Agent to reveal information and utilize intel to covertly accomplish operations.

Level 3: Quick Work

You have mastered the secret art of secretive strikes, granting you the following benefits.

Nimble Action. You can take the Hide action as a Bonus Action on each of your turns.

Surprising Assault. When you have the Invisible condition and hit a creature with a weapon, you can deal an extra 1d10 Psychic damage to the target. You may deal this extra damage once per turn. The extra damage increases to 2d10 when you reach Ranger level 11.

Level 3: Private Eye Agent Spells

When you reach a Ranger level specified in the Private Eye Agent Spells table, you thereafter always have the listed spells prepared.

Private Eye Agent Spells
Ranger Level Spell
3 Identify
5 Detect Thoughts
9 Clairvoyance
13 Arcane Eye
17 Scrying

Level 3: Awakened Eye

When you take the Study or Search action, you may gain a bonus to the ability check equal to your Wisdom modifier + your proficiency bonus. When you open your third eye in this way you also gain Blindsight range, equal to five times your Ranger level in feet. You may use this feature as many times as your proficiency bonus per Long Rest.

You may also spend a 1st level spell slot, or higher, to recover one usage of this feature.

Level 7: Gadgeteer

Timing is everything. When you encounter conflict, you can do so with explosive gizmos to emphasize your perspective, granting you the following benefits.

Tools of the Trade. You gain Tinker's Tools, and you have proficiency in it. You may also now use Tinker's Tools as a Spellcasting Focus for your Ranger spells.

Volatile Ingenuity. As a Magic action, you may use your Tinkerer's Tools to create the Glyph of Warding spell effect on a tiny object. You may use this feature once per Long Rest.

Level 11: Uncanny Tracker

While a creature is marked by your Hunter's Mark, you may use a Magic action to cast Mind Spike on the target creature as long as they are on the same plane as you. Whether you succeed or fail, the duration of your Hunter's Mark ends when you do so. You may use this feature twice per Long Rest.

Level 15: Escape Plan

You can cast Dimension Door without expending a spell slot once per Short Rest.

In addition, whenever you cast Dimension Door using this feature, the creature you bring along can be Hostile and unwilling. Or you can bring along two additional willing creatures you can see within 5 ft of yourself.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2025 5:23:11 AM
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