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Ranger

Rangers are the wandering guardians of the borderlands, the hunters who walk the line between civilization and the wild. They have forged a Pact with the Fae or learned to harness the magic of the Fae Realms to aid their hunt. They use Fae Magic, the magic of Growth and Life, to track their prey, survive in the wild, and strike with deadly precision.

Important: Rangers use Fae Magic and Spell Slots. They are Half-Casters (similar to Paladins/Druids in standard 5e).

Class Features

As a Ranger, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons, wands, staves
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) scale mail or (b) leather armor - (a) two shortswords or (b) two simple melee weapons - (a) a dungeoneer's pack or (b) an explorer's pack - A longbow and a quiver of 20 arrows

The Ranger

Level Proficiency Bonus Features Cantrips Known Hunter's Mark 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer, Hunter's Mark, Fae Magic 1 1d4 1 - - - -
2nd +2 Tempered Traveler, Fighting Style 1 1d4 2 - - - -
3rd +2 Ranger Conclave, Primeval Awareness, Fae Relationship 1 1d4 3 - - - -
4th +2 Ability Score Improvement 1 1d4 3 - - - -
5th +3 Extra Attack 2 1d6 4 2 - - -
6th +3 Roving 2 1d6 4 2 - - -
7th +3 Conclave Feature 2 1d6 4 3 - - -
8th +3 Ability Score Improvement 2 1d6 4 3 - - -
9th +4 Feral Senses 3 1d8 4 3 2 - -
10th +4 Tireless, Fae Relationship 3 1d8 4 3 2 - -
11th +4 Conclave Feature 3 1d8 4 3 3 - -
12th +4 Ability Score Improvement 3 1d8 4 3 3 - -
13th +5 Strider 4 1d10 4 3 3 1 -
14th +5 Nature's Veil 4 1d10 4 3 3 1 -
15th +5 Conclave Feature 4 1d10 4 3 3 2 -
16th +5 Ability Score Improvement 4 1d10 4 3 3 2 -
17th +6 Precise Hunter 5 1d12 4 3 3 3 1
18th +6 Sight Beyond the Veil, Fae Relationship 5 1d12 4 3 3 3 1
19th +6 Epic Boon 5 1d12 4 3 3 3 2
20th +6 Foe Slayer 5 1d12 4 3 3 3 2

Class Features

Fae Magic (Spellcasting)

As a warrior of the wild, you have a hunter's journal containing prayers and rituals that channel the power of nature and the gods.

Cantrips At 1st level, you know one cantrips of your choice from the Fae spell list. You learn additional Fae cantrips of your choice at higher levels, as shown in the Ranger table.

Starting Spells Known At 1st level, you know a number of 1st-level Fae spells equal to your Wisdom modifier.

Fae Mana The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For purposes of your aura, you have an amount of Fae Mana in your Aura equal to the sum of the spell level and spell slots you have expended that day. For instance if you have used a 3rd level spell slot, you have added three Fae Mana to your Aura.

Learning New Spells Each time you gain a Ranger level, you can learn a number of Fae spells of your choice equal to (your Proficiency Bonus + your Wisdom modifier) / 4 -- Rounded Down. Each of these spells must be of a level below or equal to your max available spell slot (see Table: The Ranger).

Spellcasting Ability Wisdom is your spellcasting ability for your Fae spells, since your magic draws upon your devotion and attunement to nature. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting You can cast a Fae spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus You do not require a spell casting focus in order to cast Fae Spells

Fae Relationships

Like Druids, Rangers form relationships with Fae beings to enhance their power. At 3rd, 10th, and 18th level, you automatically gain a new Fae Relationship.

Each Fae Relationship grants you: - Additional Spell Slots: Bonus spell slots beyond your base progression - Expanded Spell List: Access to specific spells from your fae patron - Special Abilities: Unique powers reflecting the fae's nature

Work with your DM to determine which type of Fae entity you form a relationship with (see Magical Patrons/Fae/Fae Beings). Each relationship should be earned through roleplay, quests, or protecting natural areas.

Favored Enemy

At 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy. You have advantage on Wisdom (Survival) checks to track them, and on Intelligence checks to recall information about them.

Natural Explorer

At 1st level, you are particularly familiar with one type of natural environment. You gain benefits when traveling in your favored terrain (difficult terrain doesn't slow you, can't get lost, etc.).

Hunter's Mark

At 1st level, you can magically place a seething brand on a creature within 60 feet, marking it as your prey. - Effect: For 1 minute (concentration), every attack you make against that creature deals an additional 1d4 damage (scaling with level). You have advantage on checks to track it. - Uses: You can use this feature a number of times equal to your Wisdom modifier. You regain all uses on a Long Rest. - Scaling: The damage increases as shown in the Ranger table.

Tempered Traveler

At 2nd level, you gain expertise in one skill, immunity to extreme weather, and can skip one Long Rest without exhaustion.

Fighting Style

At 2nd level, choose a fighting style: Archery, Defense, Dueling, Thrown Weapon Fighting, or Two-Weapon Fighting.

Ranger Conclave

At 3rd level, choose a Ranger Conclave: Spirit Farer or Demon Hunter.

Extra Attack

At 5th level, you can attack twice whenever you take the Attack action.

Roving

At 6th level, your speed increases by 10 feet, and you gain a climb and swim speed.

Feral Senses

At 9th level, you gain blindsight with a range of 30 feet.

Tireless

At 10th level, you can give yourself temp HP as an action (1d8 + WIS), and recover exhaustion on Short Rests.

Strider

At 13th level, difficult terrain imposes no penalty to your movement.

Nature's Veil

At 14th level, you can become invisible as a bonus action until the end of your next turn (WIS mod times per Long Rest).

Precise Hunter

At 17th level, you have advantage on attacks against your Hunter's Mark target.

Foe Slayer

At 20th level, you can add your Wisdom modifier to the attack or damage roll of every attack you make.


Ranger Conclaves

Spirit Farer

Rangers who guide the souls of the dead and channel their power.

Soul Farer

At 3rd level, when a creature dies within 30 feet, you can use your reaction to channel its soul. You gain temp HP (2x CR) and your attacks deal extra 1d6 Force damage for 1 minute.

Voice of the Departed

At 3rd level, you can cast speak with dead without a spell slot during a short rest.

Channeler's Armor

At 7th level, you reduce incoming damage by your Proficiency Bonus. When channeling a soul, this reduction increases by the creature's CR.

Styx Flow

At 11th level, when you channel a soul, you can make an additional attack on your next turn (dealing extra 1d8 Force).

Sage of Spirit Faring

At 15th level, you channel souls automatically (no reaction). You can channel a "CR 7" soul from the environment once per short rest.

Demon Hunter

Rangers who have dedicated themselves to hunting demons and infernal entities. They track the corrupted, hunt down fiends, and protect the mortal realm from infernal incursions.

Infernal Tracker

At 3rd level, you have advantage on Wisdom (Survival) checks to track fiends and devils, and on Intelligence checks to recall information about them. Additionally, you can interpret and speak Infernal (poorly), but cannot read or write it - the language is brutally complex.

Demon Slayer

At 3rd level, your first attack each turn against a fiend or devil deals an extra 1d6 radiant damage. This damage increases to 2d6 at 11th level.

Hellfire Resistance

At 7th level, you gain resistance to Fire damage and Poison damage. You also have advantage on saving throws against being poisoned.

Banishing Strike

At 11th level, when you hit a fiend or devil with a weapon attack, you can force it to make a Charisma saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failed save, the creature is banished to its home plane for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum once), regaining all uses on a long rest.

Hunter of the Damned

At 15th level, you have advantage on all attack rolls against fiends and devils. Additionally, when you reduce a fiend or devil to 0 hit points, you can immediately use your reaction to move up to half your speed and make one weapon attack against another fiend or devil within range.


Huntsman

The Huntsman is a divine warrior dedicated to Shaath, the God of the Wild. Unlike other rangers who draw power from nature itself, Huntsmen draw power from the divine authority of the Wild God. They are the judges of the wilderness, hunting down those who violate the sacred laws of the hunt or threaten the balance of the world.

Huntsman Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Huntsman Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Divine Favor
5th Branding Smite
9th Blinding Smite
13th Staggering Smite
17th Banishing Smite

Divine Shot

At 3rd level, you can channel divine energy into your ranged weapon attacks. When you hit a creature with a ranged weapon attack, you can expend one ranger spell slot (or Mana) to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Aura of the Hunt

Starting at 7th level, you emit an aura of divine focus while you aren't incapacitated. You and friendly creatures within 10 feet of you can't be frightened while you are conscious. Additionally, you and friendly creatures within 10 feet of you gain a +1 bonus to ranged attack rolls.

At 18th level, the range of this aura increases to 30 feet.

Shaath's Judgment

At 11th level, you can mark a creature for judgment. As a bonus action, you choose one creature you can see within 60 feet of you. For 1 minute, your ranged weapon attacks against that creature score a critical hit on a roll of 19 or 20. Once you use this feature, you can't use it again until you finish a short or long rest.

Master of the Wild Hunt

At 15th level, you can call upon the spirits of the Wild Hunt. You can cast Conjure Volley without expending a spell slot. When you do so, the damage type is radiant instead of the weapon's damage type. Once you use this feature, you can't use it again until you finish a long rest. ```