Ranger
Base Class: Ranger

Feeling a deep connection to the world around
them, some rangers reach out through their
magical connection to nature and gather a host
of fey spirits, which take the form of swarming
beasts—be they buzzing insects, fluttering birds,
slippery squids, or otherwise. The swarm
becomes a potent force in battle, as well as
helpful—if potentially disturbing—company for
the ranger. Some Swarmkeepers are outcasts or
hermits, keeping to themselves and their
attendant swarms rather than dealing with the
discomfort of others. Other Swarmkeepers enjoy
building vibrant communities that work for the
mutual benefit of all those they consider part of
their swarm.

Swarmkeeper Magic
3rd-level Swarmkeeper feature
You learn the mage hand cantrip if you don’t
already know it. When you cast it, the hand takes
the form of swarming nature spirits.
You also learn an additional spell when you
reach certain levels in this class, as shown in the
Swarmkeeper Spells table. These spells count as
ranger spells for you, but don’t count against the
number of ranger spells you know.
Swarmkeeper Spells
Ranger Level Spell
3rd faerie fire
5th web
9th gaseous form
13th giant insect
17th insect plague
Gathered Swarm
3rd- and 11th-level Swarmkeeper feature
You magically attract a swarm of fey spirits that
look like Tiny beasts of your choice. The swarm
remains in your space, crawling on you or
through your clothing, or flying and skittering
immediately around you within your space.
As a bonus action, you can agitate the swarm
for 1 minute. For the duration, some of the
swarm clings to your weapons or follows your
strikes when you attack: once during each of
your turns when you hit a creature with a
weapon attack, you can deal an extra 1d6 force
damage to that creature, and the swarm moves
the creature up to 5 feet toward you or away
from you (your choice). At 11th level, the extra
damage increases to 2d6.
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.
Writhing Tide
7th-level Swarmkeeper feature
You can condense part of your swarm into a
focused mass that lifts or sweeps you along.
Whenever you activate your Gathered Swarm
feature, choose one of the following additional
benefits:
• Your walking speed increases by 10 feet, and
you can take the Disengage action as a bonus
action.
• You gain a climb speed equal to your walking
speed. You can climb difficult surfaces,
including upside down on ceilings, without
making an ability check.
• You gain a flying speed of 10 feet and can
hover.

Scuttling Eyes
11th-level Swarmkeeper feature
As an action, you can magically form one of the
spirits of your swarm into the shape of a Tiny
beast of your choice. The transformation lasts for
1 hour, at which point the spirit disappears. For
the duration, the spirit has a speed of 40 feet,
which it can use to walk, climb, fly, or swim. The
spirit has your senses and telepathically relays
what it sees and hears to you. During your turn,
you can speak through the spirit, telepathically
command it to move, and it can Hide using your
bonus to Dexterity (Stealth) checks. The spirit
has AC 18. If it takes damage, you must succeed
on a Wisdom saving throw (DC equal to 10, or
half the damage dealt, whichever is higher) or
the spirit disappears.
As an action, you can dismiss the spirit early. If
you do, you can magically teleport to an
unoccupied space within 5 feet of where the
spirit disappeared.
Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it
again by expending a spell slot of 3rd level or
higher.
Storm of Minions
15th-level Swarmkeeper feature
Your swarm can expel a seething storm of spirits
that drains life from others. As an action, you
create a magical sphere filled with an enraged
swarm centered on a point you can see within
120 feet of you. The sphere has a 10-foot-radius
and lasts for 1 minute. The sphere is difficult
terrain for creatures other than you. A creature
other than you that starts its turn in the sphere’s
area must make a Constitution saving throw
against your spell save DC. On a failed save, the
creature takes 2d8 necrotic damage and is
blinded until the start of its next turn. On a
successful save, it takes half as much damage
and isn’t blinded. At the start of your turn, if any
number of Small or larger creatures took
necrotic damage from the swarm, you regain 1d8
hit points. On subsequent turns, you can use a
bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose
any number of creatures you can see to be
unaffected by it.
Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it
again by expending a spell slot of 4th level or
higher.

Swarmkeeper Magic

3rd-level Swarmkeeper feature
You learn the mage hand cantrip if you don’t
already know it. When you cast it, the hand takes
the form of swarming nature spirits.
You also learn an additional spell when you
reach certain levels in this class, as shown in the
Swarmkeeper Spells table. These spells count as
ranger spells for you, but don’t count against the
number of ranger spells you know.
Swarmkeeper Spells
Ranger Level Spell
3rd faerie fire
5th web
9th gaseous form
13th giant insect
17th insect plague
Gathered Swarm
3rd- and 11th-level Swarmkeeper feature
You magically attract a swarm of fey spirits that
look like Tiny beasts of your choice. The swarm
remains in your space, crawling on you or
through your clothing, or flying and skittering
immediately around you within your space.
As a bonus action, you can agitate the swarm
for 1 minute. For the duration, some of the
swarm clings to your weapons or follows your
strikes when you attack: once during each of
your turns when you hit a creature with a
weapon attack, you can deal an extra 1d6 force
damage to that creature, and the swarm moves
the creature up to 5 feet toward you or away
from you (your choice). At 11th level, the extra
damage increases to 2d6.
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when
you finish a long rest.

Writhering Tide

7th-level Swarmkeeper feature
You can condense part of your swarm into a
focused mass that lifts or sweeps you along.
Whenever you activate your Gathered Swarm
feature, choose one of the following additional
benefits:
• Your walking speed increases by 10 feet, and
you can take the Disengage action as a bonus
action.
• You gain a climb speed equal to your walking
speed. You can climb difficult surfaces,
including upside down on ceilings, without
making an ability check.
• You gain a flying speed of 10 feet and can
hover.

Scuttling Eyes

11th-level Swarmkeeper feature
As an action, you can magically form one of the
spirits of your swarm into the shape of a Tiny
beast of your choice. The transformation lasts for
1 hour, at which point the spirit disappears. For
the duration, the spirit has a speed of 40 feet,
which it can use to walk, climb, fly, or swim. The
spirit has your senses and telepathically relays
what it sees and hears to you. During your turn,
you can speak through the spirit, telepathically
command it to move, and it can Hide using your
bonus to Dexterity (Stealth) checks. The spirit
has AC 18. If it takes damage, you must succeed
on a Wisdom saving throw (DC equal to 10, or
half the damage dealt, whichever is higher) or
the spirit disappears.
As an action, you can dismiss the spirit early. If
you do, you can magically teleport to an
unoccupied space within 5 feet of where the
spirit disappeared.
Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it
again by expending a spell slot of 3rd level or higher.

Storm of Minions

15th-level Swarmkeeper feature
Your swarm can expel a seething storm of spirits
that drains life from others. As an action, you
create a magical sphere filled with an enraged
swarm centered on a point you can see within
120 feet of you. The sphere has a 10-foot-radius
and lasts for 1 minute. The sphere is difficult
terrain for creatures other than you. A creature
other than you that starts its turn in the sphere’s
area must make a Constitution saving throw
against your spell save DC. On a failed save, the
creature takes 2d8 necrotic damage and is
blinded until the start of its next turn. On a
successful save, it takes half as much damage
and isn’t blinded. At the start of your turn, if any
number of Small or larger creatures took
necrotic damage from the swarm, you regain 1d8
hit points. On subsequent turns, you can use a
bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose
any number of creatures you can see to be
unaffected by it.
Once you use this feature, you can’t do so again
until you finish a long rest. You can also use it
again by expending a spell slot of 4th level or higher.

Comments

Posts Quoted:
Reply
Clear All Quotes