Base Class: Ranger
Travel the Planes to Hunt Your Prey
You stalk prey in the material world and the planes beyond, using your abilities as a Planar Hunter to seek out terrifying entities and uproot them from existence.
Level 3: Cosmic Executioner
You draw on energy from distant planes of existence to augment your attacks against enemies that show any signs of weakness. When you hit a creature with a weapon, the weapon deals an extra 1d8 Force damage to the target if it's missing any of its Hit Points. You can deal this extra damage only once per turn. The extra damage increases to 2d8 when you reach Ranger level 11.
Level 3: Planar Hunter Spells
When you reach a Ranger level specified in the Planar Hunter Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Protection from Evil and Good |
| 5 | Detect Portal * |
| 9 | Magic Circle |
| 13 | Banishment |
| 17 | Teleportation Circle |
* Detect Portal is a homebrew spell.
Level 3: Planar Hunter’s Lore
You can call on extraplanar forces to reveal certain attributes, strengths, and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know that creature's type and whether it has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Level 7: Expert Hunter
You have honed your hunting skills to perfection. Whenever you start casting Hunter's Mark, 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.
In addition, when you move the mark of your Hunter's Mark to a new creature, you can move it as part of the Attack action instead of as a Bonus Action. You can move the mark only once per turn, and not on the same turn you cast the spell.
Level 11: Hunter's Spite
You stalk your prey with precise reflexes. Immediately after the creature marked by your Hunter’s Mark hits or misses with an attack roll, you can take a Reaction to make a weapon attack against that creature if it’s within the weapon's range.
Level 13: Quickdraw
13th-level Ranger feature, which replaces the Relentless Hunter feature
When you roll Initiative, you can take a Reaction to cast Hunter's Mark if you don’t have the Incapacitated condition.
Level 15: Cosmic Guidance
Your strikes spark with extraplanar energy, revealing enemy weaknesses. Immediately after you deal damage to a creature with your Cosmic Executioner feature, you can take a Bonus Action to direct one of your companions to strike the same target. When you do so, choose a willing creature who can see or hear you, and that creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike against the same creature struck by your Cosmic Executioner feature.
Level 15: Plane Traveler
You have learned to step into planes beyond the material without the use of a planar portal. You can cast Plane Shift without expending a spell slot and without preparing the spell. Once you use this feature, you can’t use it again until you finish a Long Rest.
Special Use: Immediately after you successfully cast and concentrate on Banishment for 1 minute to transport a creature to a random location on a plane associated with its creature type, you can use this feature to cast Plane Shift without a Material component to appear within 5 feet of the banished creature.
Level 20: Foe Crusher
20th-level Ranger feature, which replaces the Foe Slayer feature
The damage die of your Hunter's Mark is a d10 rather than a d6.
In addition, you can attack the creature marked by your Hunter's Mark three times instead of once whenever you take the Attack action on your turn.
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Posted Jan 28, 2026Nice subclass