 Base Class: Ranger
Base Class: Ranger
You have spent your life studying to hunt and kill Dragons, a powerful enemy that requires specialized magic and enhanced versatility to take down. Vengeance may be your motivation for this grand pursuit, or you may simply crave the thrill of the hunt. Whatever your motivation may be, you are now a Dragon Hunter and can use your hard-earned skills and knowledge to take down powerful opponents beyond your favored prey, wielding elemental magic and special enchantments to bolster your hunting party and level the playing field.
Level 3: Hunter's Enchantment
You have learned to enchant you weapons to be more versatile and deadly to take on powerful enemies. When you finish a Long Rest you can enchant a weapon. This enchantment lasts until you finish your next Long Rest. When you make attacks with an enchanted weapon you can use your Wisdom modifier for the attack and damage rolls instead of Strength or Dexterity. When you reach level 7 in this class you can enchant two weapons in this way.
In addition, when you hit with an attack using an enchanted weapon you can expend a spell slot to deal 2d8 additional damage to the target of the attack. This additional damage can be either Acid, Cold, Fire, Lightning, or Poison (your choice).
Level 3: Dragon Hunter Spells
When you reach a Ranger level specified in the Dragon Hunter Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell | 
|---|---|
| 3 | Absorb Elements | 
| 5 | Dragon's Breath | 
| 9 | Fly | 
| 13 | Conjure Minor Elementals | 
| 17 | Hold Monster | 
Level 3: Draconic Knowledge
You have spent countless hours studying dragons and observing their behaviors. You have Advantage on Ability Checks made to find, track, detect, hide from, or deceive Dragons. When you see a Dragon that has a Challenge Rating equal to or below your Ranger level, you can spend 1 minute studying it to gain access to the information in its Stat Block.
Level 7: Hunter's Focus
Nothing can stop you when you focus on the hunt, and your fervor grows stronger when your favored enemy is the prey. If you cast Hunter’s Mark with a spell slot of level 2 or higher you can modify the spell to not require Concentration and the damage die increases to 1d8 against Dragons.
Level 11: Grand Hunt Tactics
You can bolster the defenses of yourself and your allies when embarking on the grand hunt. When you finish a Short or Long Rest you can give yourself and a number of allies equal to your Wisdom modifier Resistance to Acid, Cold, Fire, Lightning, or Poison damage (your choice) for 8 hours or until you finish another Short or Long Rest.
When you do so you can also expend a spell slot of level 3 or higher to grant your allies Dragon hunting knowledge. For the duration, you and your allies have Advantage on saving throws that you are forced to make while fighting a Dragon.
Level 15: Draconic Trap
You have become a master of preparing to counter powerful enemies like the dragons you have spent your life studying. As a Bonus Action you can enchant your armor with a magic trap for 1 hour. When you or an ally within 30 feet of you are affected by an attack, spell, or other action that does damage of the same type granted by Grand Hunt Tactics or is used by a Dragon to deal damage, you can take a Reaction to trigger the trap against the creature that is dealing the damage if it is within 60 feet of you. When the trap is triggered the creature is Stunned until the end of your next turn and the triggering effect is completely nullified resulting in no damage being dealt.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 4 spell slot or higher (no action required).







 
    
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Posted Oct 30, 2025This is my take on the "Dragon Hunter" idea for a Ranger Subclass and also my attempt to fix the biggest issue with the 2024 Ranger while adding some unique flavor.
Give it a try and tell me what you think. I hope you enjoy it.