Ranger
Base Class: Ranger

As a master of nature and exploring, you’ve unlocked some of the secrets of nature, using them to your advantage similar to a Druid. When you choose your favored terrain at first level, this terrain grants you the following features at 3rd, 7th, 11th, and 15th levels as shown below. For whatever terrain you choose, you also have the knowledge necessary to keep your companions safe in that environment. You and up to 10 creatures of your choice aren’t hindered by naturally occurring effects, such as heavy rain or deep snow, and you easily forage enough food for them without requiring an ability check. When you gain additional favored terrain options at 6th and 10th levels, you do not gain any additional features listed here. 

In addition, while in your Favored Terrain, you can add your Wisdom modifier to all ability checks, including those that already use Wisdom. 

 

Favored Terrain

Starting at 3rd level, your favored terrain grants you new features. Depending on what your favored terrain is, choose one of the following options. 

Arctic

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Ice knife 

5th level: Snilloc’s Snowball Swarm 

9th level: Sleet Storm

13th level: Ice storm 

17th level: Cone of Cold

 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the arctic. You take on a pale, snowy appearance and for 1 minute, you gain the following benefits: 

You become resistant to cold damage, and your weapon attacks deal an additional 1d6 cold damage, you can only apply this damage to 1 attack per turn. Also, you ignore magical and non-magical difficult terrain caused by ice and snow. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you cannot use it again until you finish a long rest. 

At 11th level, your Arctic from lasts for a number of minutes equal to your wisdom modifier. ( minimum of 1) In addition, your extra cold damage increases to 2d6

At 15th level, you regain use of your Arctic from after a short or long rest. 

Coast

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Create or Destroy Water

5th level: Misty Step

9th level: Water Breathing

13th level: Conjure elemental (Water only)

17th level: Control water 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the ocean. Your skin takes on a bluish hue, you grow gills, and small fins on your arms and legs, and for 1 minute, you gain the following benefits: You gain a swim speed equal to your walking speed, and can breath in air and water. You can move freely through the water and water doesn’t impede your movement or actions. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Coastal from lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1) In addition, while in your Coastal form, your extra swim speed increases by 10 feet. 

At 15th level, you regain use of your Coastal form after a short or long rest. 

Desert

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Catapult 

5th level: Dust Devil

9th level: Create Food and Water

13th level: Hallucinatory terrain 

17th level: Insect Plague 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Desert. Your skin takes on the color and appearance of sand and for 1 minute, you gain the following benefits: You become resistant to fire damage and you weapon imbues the heat of the desert, dealing an extra 1d6 Fire damage. You can only apply this damage to 1 attack per turn. Also, you ignore magical and non-magical difficult terrain caused by sand. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious.  Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Desert form lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1) In addition, while in your Desert form, your extra fire damage increases to 2d6. 

At 15th level, you regain use of your Desert form after a short or long rest. 

Forest

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Entangle 

5th level: Barkskin 

9th level: Plant Growth

13th level: Conjure Woodland Beings 

17th level: Tree Stride 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Forest. Your skin takes on a rough, bark-like appearance and for 1 minute, you gain the following benefits: Your Wisdom score increases by 2, and can be increased over 20 using this feature. Your AC increases by 1, your movement speed increases by 10 feet, and you ignore magical and non-magical difficult terrain in forest environments. And you can climb trees with ease, not requiring an ability check. In addition, any Beast within 30 feet of you that is not deafened or hostile can understand you. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Forest form lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1)

At 15th level, you regain use of your Forest form after a short or long rest. 

Grassland

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Entangle

5th level: Pass Without Trace 

9th level: Conjure Animals 

13th level: Freedom of movement 

17th level: Control Winds

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Grasslands. Your skin takes on the color and appearance of grass and for 1 minute, you gain the following benefits: Your Dexterity score increases by 2, and can be increased over 20 using this ability. Your movement speed increases by 10 feet, and you gain 1 additional action on your turn. If you use this for the Attack action, it can only be used for 1 attack. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Grassland form lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1) In addition, while in your Grassland form, your extra movement speed increases by 10 feet. 

At 15th level, you regain use of your Grassland form after a short or long rest. 

Mountain

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Earth Tremor 

5th level: Earthbind

9th level: Erupting Earth 

13th level: Stone Shape

17th level: Wall of stone

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Mountains. Your body becomes covered in hard, stone-like plates, and for one minute you gain the following benefits: Your AC increases by a number equal to your Wisdom modifier, your movement speed is halved, you gain resistance to Bludgeoning, Slashing, and Piercing damage from non-magical attacks, and you have advantage on strength checks and saving throws. In addition, you ignore magical and non-magical difficult terrain caused by rocks or mountainous terrain. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Mountain form lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1)

At 15th level, you regain use of your Mountain form after a short or long rest. 

 

Swamp

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Detect Poison and disease 

5th level: Protection from Poison 

9th level: Stinking Cloud 

13th level: Blight 

17th level: Contagion 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Swamp. You become covered in vines and moss and for 1 minute, you gain the following benefits: You become resistant to poison damage, and have advantage on saving throws against being poisoned. In addition, your weapon attacks deal an extra 1d6 Poison damage. You can only apply this damage to 1 attack per turn. In addition, you ignore magical and non-magical difficult terrain caused by marshes or other swamp-like terrain. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Swamp form lasts for a number of minutes equal to your Wisdom modifier. (Minimum of 1) In addition, your extra poison damage increases to 2d6. 

At 15th level, you regain use of your Swamp form after a short or long rest. 

 

Underdark

You learn the following spells. If they are not on the ranger spell list, they nonetheless count as a ranger spell for you and do not count against the number of spells you already know. 

3rd level: Detect Magic

5th level: Darkness 

9th level: Dispel Magic 

13th level: Greater Invisibility 

17th level: Cloudkill 

At 7th level, you gain the ability to transform yourself to reflect your favored terrain. You may spend 1 Action to transform into a being of the Underdark. You become shrouded in darkness, and for one minute, you gain the following benefits: You have advantage on stealth checks, and gain Darkvision to a range of 30 feet. If you already have Darkvison, it increases by 30 feet. In addition, you gain resistance to Psychic damage. And your weapon attacks deal an additional 1d6 Psychic damage. You can only apply this damage to one attack per turn. You can end this effect at any time, without requiring an action, or if you are incapacitated or unconscious. Once you use this feature, you must finish a long rest before you can use it again. 

At 11th level, your Underdark form lasts for a number of minutes equal to your Wisdom modifier. In addition, your extra Psychic damage increases to 2d6. 

At 15th level, you regain use of your Underdark form after a short or long rest.

 

Terrain Form

At 7th level, your terrain grants you a special form, as specified in the terrain description at 3rd level.

Terrain Form Improvement

At 11th level, you gain a terrain form improvement, as specified in the 3rd level description for your terrain. 

Terrain Form Improvement

At 15th level, your Terrain Form is improved, as described in the 3rd level description of your terrain. 

Previous Versions

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