Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiences
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Stealth, and Survival
Overview & Creation
Most Rangers are synonymous with hunters, but they also have a vital role as early defence of a community. They occupy a similar space to Druids, even some of their magic ways, but a ranger in the end seeks to bring a very civilisation-centric peace with it. While a Druid might even come to shield a tribe of Goblins, because they are the last goblins of this particular subspecies, a ranger will sleep soundly knowing even the child and female goblins were slaughtered.
The difference between a gnoll raiding party slaughtering a village and Todd asking “Hey, why is there so much blood in the creek?” can be a single ranger.
Class Features
Knacks
In the wild, you glean bits of knowledge, known as
Knacks, to bolster your hunting, tracking, and survival skills. At 1st level, you know one Knack of your choice from the list at the end of this class. To learn a
Knacks, you must meet any prerequisites it may have, such as proficiency in a skill or Ranger level. When you gain a Ranger level, you can replace one
Knacks you know with another
Knacks of your choice, so long as you meet its prerequisites. You cannot replace a
Knacks if it is the prerequisite for another
Knacks that you know.
At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.
Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the
Fighting Styles options. You can’t take a
Fighting Style option more than once, even if you later get to choose again. When you gain a level, you can replace this Fighting Style with another Fighting Style available to the Ranger class.
Martial Versatility
During a long rest, you can replace a
Fighting Style you know with another
Fighting Style available. If you know any
Maneuvers, you can replace one
Maneuver you know with a different
Maneuver.
Ranger Conclave
You were trained in the ways of the ranger by a conclave, a small group of similarly minded people. You choose the and training of the conclave (as shown at the bottom of the page). Your choice grants you additional features at 3rd, 5th, 7th, 11th, and 15th level.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a Druid does.
Spellcasting Focus
You can use a
Druidic Spellcaster Foci as a spellcasting focus for your ranger spells.
Preparing and Casting Spells
The Ranger table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of your Ranger Spells of 1st Level or higher, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of
Ranger Spells that are available for you to cast, choosing from the
Ranger Spell List. When you do so, choose a number of
Ranger Spells equal to your Wisdom modifier + half your Ranger level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 5th-level Ranger, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell
Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of
Ranger Spells requires time spent in calm and meditation: at least 1 minute per Spell Level for each spell on your list.
Conclave Spells
Each oath has a list of associated Spells at the bottom of the
Ranger Spell List. You gain access to these Spells at the levels specified in the conclave description. Once you gain access to a conclave spell, you always have it prepared. Conclave Spells don’t count against the number of Spells you can prepare each day. If you gain an oath spell that doesn’t appear on the
Ranger Spell List, the spell is nonetheless a Ranger spell for you.
Spellcasting Ability
Wisdom is your spellcasting ability for your
Ranger Spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Study Magic
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ranger's Quarry
You can hone in on a foe like the great wild predators. At 2nd level, you can use your bonus action to mark one creature you can see as your Quarry, gaining certain benefits against it:
- Any time you hit your Quarry with an attack, you deal bonus damage equal to your Quarry Die, which is a d4.
- If you make an ability check to track, analyze, or recall knowledge about it, add your Quarry Die to your roll.
The creature remains your Quarry for 1 hour. The benefits end early if the Quarry is slain, or you mark another creature. If a feature uses your Quarry Die, always roll the Quarry Die. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), then you must expend a spell slot to use it again. You regain one use each time you finish a short rest, and all uses when you finish a long rest. At certain levels, the size of your Quarry Die increases, as shown in the Quarry Die column of the Ranger class table.
Ability Score Improvement or Feat
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the
Feats List.
Feral Senses
You hunt with the skill of an apex predator. At 5th level, you cannot have disadvantage on attack rolls against your Quarry. When you reach 18th level, you cannot have disadvantage on attack rolls against any target that is within 30 feet of you.
Tireless
You are always prepared to hunt, never letting foes rest. Beginning at 10th level, you regain all uses of Ranger's Quarry whenever you finish a short or long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Foe Slayer
At 20th level, your skill rivals the great hunters of legend. When you hit your Quarry with a weapon attack, you can end your mark to cause it to deal the maximum possible damage, instead of rolling. Should this special attack reduce your Quarry to 50 hit points or fewer, it must make a Constitution saving throw or be instantly reduced to 0 hit points.
Starting Equipment
Roll 4d4 x10gp
A class usually determined by their homeland habitat. After all, the hazards of the desert are quite different from the forest or jungle. But there are definitely some cultural and personal variants, a desert nomad whom prefers the bow over the javelin, or a forest ranger who loves melee over stealth.
Subclass Options
Beastmaster Conclave
Some Rangers spend so much time in nature and caring for the critters there they form a unique bond with a single beast. With all the love and care poured into that creature, it grow to become a formidable ally to the ranger. This bond becomes so strong it even transcends death, allowing the beast to sacrifice themselves for the safety of their master.
Forest Archer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Animal Companion
When you select this archetype, you learn to use your magic to create a powerful bond with a creature of the natural world to serve as your
Animal Companion. This animal is usually related to your backstory, and has a powerful spiritual connection to you. The companion and you have a profound understanding that transcends all others, allowing you to move as a single will in times of stress. Unlike all other forms of summons or animals, you share an initiative in combat, allowing you to see lesson interweave both of your turns. When one of you is unconscious, the other can fulfil your will. Your Animal Companion can add your Proficiency Bonus to all Saving Throws and Ability checks.
Conclave Spells
Your conclave grants you several spells to help get your animal companion around. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Beast Tamer
Your intimate understanding of animal behaviors and habits grants you certain benefits. At 3rd level, you gain proficiency in Athletics or Animal Handling. You also gain the following features:
- You can mark Beasts and Monstrosities as a Quarry without expending a use of Ranger's Quarry.
- Whenever you make an Animal Handling or Athletics check to Grapple, climb, wrestle, tame, or subdue your Quarry, you add your Quarry Die to your roll.
- Any Enchantment spell you have prepared that could normally only target Humanoids can also be used to target Beasts and Monstrosities.
Coordinated Attack
Beginning at 5th level, you and your
Animal Companion form a more potent fighting team. Your
Animal Companion gains access to the Extra Attack Feature, you can use this feature instead of your
Animal Companion if you choose.
Beast’s Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.
Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Primal Bond
The mystical power which binds you and your Primal Beast together has reached its apex. At 15th level, when you cast a Ranger spell that targets only yourself, your Primal Beast also gains the benefits of that spell, as long as it is within 30 feet.
Defender Conclave
The defender best typifies the bulkward between civilisation and savagery. This is usually done with extremely efficient murder skills. Murdering huge creatures, or hordes of little creatures, or a few big brutes. At first this might mean some goblins, a stray orge, and their worgs. At the height of power they fight off a dragon, giants and hordes of orcs.
Forest Archer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Iron Grip
When you select this archetype, you gain a climbing speed equal to your walking speed, and you can also climb difficult, sheer surfaces and upside down on ceilings without an ability check.
Also when you make or resist a Grapple/Shove action, you add your Quarry Die to your roll. Moreover, when your Quarry is Grappled by you or Prone, it has disadvantage on saving throws to resist your Ranger spells.
Conclave Spells
Your conclave grants you several spells to help defend and hold back large groups of creatures. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Hunter Bravado
Beginning at level 3, you walk with the confidence that can only come from many near-death experiences. So long as you are not Incapacitated or Surprised, you gain a bonus to your Initiative rolls and saving throws to resist and end the Frightened condition equal to your Quarry Die. Additionally, you have a +4 to your AC against your Quarry.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Relentless Hunter
Starting at 7th level, you are relentless, stalking foes until they are all eradicated. When your Quarry dies, you can transfer the mark to another creature within 10ft, marking it as your Quarry; no action required.
Horde Breaker
You are able to cut your chosen prey down as blades of grass. At level 11, you gain the features listed below, each of which can be used as an action on each of your turns. You must be wielding the correct weapon in order to use the corresponding feature:
- Volley; Choose a point you can see in the normal Range of your ranged weapon. You fire a volley of ammunition, forcing creatures of your choice within 10 feet of that point to make a Dexterity saving throw. Creatures take damage as if they had been hit by an attack from your ranged weapon on a failure, and half as much damage on a successful save.
- Whirlwind; You strike at the enemies around you, forcing creatures of your choice within range of your melee weapon to make a Dexterity saving throw. Creatures take damage as if they had been hit by your melee weapon on a failure, and half as much damage on a success.
Hunter’s Parry
At 15th level, your unyielding focus allows you to parry and counter your foes. When next to two or more hostile creature, you can end your Quarry early as a reaction. Roll your Quarry Die and add to your AC until the end of your next turn. If this causes an attack to miss, you can make one basic weapon attack against a creature as part of this reaction.
Fey Wanderer Conclave
As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
Feywalker Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Soap & Perfume: (2gp)
Otherworldly Glamour
Beginning when you select this archetype, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
Conclave Spells
Your conclave grants you several spells of illusions or charms from the feywild. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Beguiling Strikes
You weave the wild and disorienting faerie magic into your strikes. Starting at 3rd level, your Ranger's Quarry bonus damage is psychic, and when you deal this psychic damage to a Quarry that is within 15 feet of you, it has disadvantage on all attack rolls against creatures other than you until the start of your next turn.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beguiling Twist
Starting at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being
Charmed or
Frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being
Charmed or
Frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is
Charmed or
Frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know
Summon Fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, 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.
Misty Wanderer
Beginning at 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast
Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast
Misty Step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
Gloom Stalker Conclave
Masters of the dark place, from cramped city street, or dank caverns and moonless nights. Gloom Stalkers are masters of guerilla warfare, ambushing superior forces and avoiding detection. They have techniques to avoid mental probing, and excellent darkvision.
Underdark Guardian Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Buckler (+1 AC): 3lb, 10gp
Sabre (1d8 slashing): 3lb, 25gp
3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Umbral Sight
When you select this archetype, you gain darkvision out to a range of 60ft. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Conclave Spells
At 2nd level, you gain conclave Spells at certain ranger levels shown at the end of the
Ranger Spell List.
Conclave Spells
Your conclave grants you several spells used to defend against underdark threats. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Dread Ambusher
You mimic the surprise tactics of the nameless creatures that dwell in the darkness. Starting at 3rd level, so long as you are not Incapacitated or Surprised, you add your Wisdom modifier (a minimum of +1) to your initiative rolls. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.
Also, when you take the Attack action during your first turn in combat, you make one additional attack. If you hit with this additional attack, it deals bonus psychic damage equal to your Quarry Die.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Precise Strikes
In the unforgiving dark, every strike could be the difference between life and death. At 11th level, once per turn when you miss with a weapon attack against your Quarry, you add your Quarry Die to your attack roll, possibly turning your miss into a hit. Your Darkvision has also improved, allowing you to see in both magical and nonmagical dim light and darkness.
Deadly Counter
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. When you see your Quarry target you with an attack, you can use your reaction to cloak yourself in shadows, and impose disadvantage on its attack roll. If its attack to misses, you can make one weapon attack against your Quarry as part of the same reaction. If you are in dim light or darkness when you make this attack, you have advantage on your attack roll.
Mutagenic Conclave
The masters of mutagens, to best defend the community one must look beyond natural means. Alchemists and Dark Experimenters, the mutagenic conclave push their bodies beyond human limits with rare reagents and magical effects after years of tolerance to poison. The benefits allow you to breath underwater, grow additional limbs, even sprout wings.
Mutant Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp
Cavalry Mace (1d10 bludgeoning, Reach 1): 18lb, 35gp
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp
Alchemist’s Station (50gp) and Herbalist Pouch (10gp)
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Mutagencraft
When you select this archetype, you begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities, you gain proficiency in
Alchemy or
Herbalism. You choose to learn four Ranger
Mutagens. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. Additionally, when you gain a new
Mutagen formula, you can choose one of the formulas you already know and replace it with a new
Mutagen formula. You can craft these formulas into three Flasks when you finish a Long Rest. Starting at 7th level, the number of
Mutagens you can create when you finish a rest increases to six, and you can create nine mutagenic Flasks at 15th level. As a bonus action you can consume a single
Mutagen, and the effects and side effects last until you finish a short or long rest, unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all
Mutagens.
Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next long rest.
Conclave Spells
Your conclave grants you several spells to help get your animal companion around. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Crimson Mark
Starting at 3rd level, when you mark a creature as a Quarry, you can make a blood sacrifice in place of spending a use of Ranger's Quarry. When you do, reduce both your current and maximum hit points by your Quarry Die. Any reductions to your maximum hit points from this feature are undone at the end of your next long rest. For the duration, your Quarry damage is necrotic, and each time you deal this damage, you can gain temporary hit points equal to the necrotic damage dealt. When your Quarry takes this necrotic damage it cannot regain hit points for 1 minute.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dark Augmentation
Starting a 7th level, your mutagens have enhanced your baseline physical abilities while your bloodlust is up. While you have a Crimson Mark on a creature, your walking speed increases by 10 feet, and you can add your Quarry Die to all Strength, Dexterity, and Constitution ability checks.
Brand of Axiom
At 11th level, your
Mutagens have altered your Hunter's Quarry to enforce a foe’s true nature. Any illusions disguising or making your Quarry
Invisible when you mark them end, and they can’t benefit from such illusions while marked. Whenever your Quarry attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails, and they are
Stunned until the end of your next turn.
Exalted Mutation
At 15th level, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one
Mutagen currently affecting you to flush from your system and end, then immediately have a
Mutagen you know the formula for take effect in its place. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Planeswalker Conclave
Not all rangers protect from ‘local’ threats, some concern themselves with defending the borders of our reality. From the horrors of the astral sea to places… stranger and more threatening. As they get stronger, these rangers become one with our reality, taking the part of white blood cells against scraps and invaders from the stars above.
Alien Killer Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Sabre (1d8 slashing): 3lb, 25gp
Warbow (1d10, 150/600 range, Ammunition, Heavy, Two-Handed): 4lb, 80gp. Made from Yew & Bone to generate excellent flexibility and strength, used by the Avariel to protect their cities from dragons.
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.
Extraplanar Awareness
You have trained to sense otherworldly presences which may threaten your home. As an action, you open your senses, and learn the distance and direction of the closest creature not native to the current plane, or the nearest planar portal within 1 mile of your location. As part of this action, you can exclude any creature or portal you are aware of. If a creature or portal is shielded from Divination magic, you do not detect it.
If you detect something, you can mark it as your Quarry without expending a use, and for the duration, you know the direction and distance to it, so long as it remains on the same plane of existence as you. You can use this special sense once per long rest at no cost, after that, you must expend a spell slot to use it again.
At level 11, you can use this special sense once per short rest at cost cost.
Conclave Spells
Your conclave grants you several spells of mental protection and psionics. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. Your Ranger's Quarry bonus damage is force. Moreover, if your Quarry is a creature that is not native to your current plane of existence, the bonus damage from Ranger's Quarry is doubled to two Quarry Dice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the
Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature three times, you can’t use it again until you finish a long rest.
Distant Strike
You are an elite channeler of planar magic. Whenever you use Ethereal Step before a weapon attack, you can choose for all damage from that attack to become force damage. Moreover, if you use Ethereal Step and attack at least two different targets, you can make one additional attack as part of that same Attack action. However, this bonus attack must be against a third target.
Spectral Defense
At 15th level, you can partially phase into the space in between planes to resist hostile strikes. When you take damage from a source you can see, you can use your reaction to gain Resistance to that instance of damage. When you use this reaction you can expend a spell slot to instantly teleport a number of feet equal to 10 times the level of the spell slot spent, appearing in an unoccupied space you can see within that range.
Relic Hunter Conclave
Magic is a dangerous force in the world and it is truly disastrous when it is abused, especially in the form of a magic item. Relic Seekers take on the challenge of finding and retrieving powerful magic items before they can be abused. Often from the powerful spellcasters who wield them. In order to do so, they adopt the responsibility of navigating deadly traps, dark magics, and the weight of wielding these relics for themselves. These rangers train in magic that better allows them to evade and disrupt traps and magic while unlocking the secret of magical attunement.
Magebreaker Build
Hauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp
3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Thieves’ Tools (25gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Soap & Perfume: (2gp)
Relic Sight
When you select this archetype, you gain the ability to cast
Resistance with a range of 30ft, and you can cast it on yourself or an ally as a reaction. You also gain proficiency in Arcana and
Thievery. When you mark a creature as your Quarry, you learn its Spellcasting ability (if it has one) and the level of the highest spell or spell slot it is able to cast. If your Quarry is hidden from Divination magic, such as by a
Nondetection spell, it appears as if it cannot cast spells.
Conclave Spells
Your conclave grants you several spells to protect against undead and their draining abilities. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Mage Breaker
You ward your weapons with antimagic enchantments. At 3rd level, when you hit your Quarry with a weapon attack, it has disadvantage on any subsequent Constitution saving throw to maintain concentration. Also, whenever you see or hear a creature within your reach attempt to cast a spell, you can use your reaction to make an opportunity attack against it.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Relic Ward
You steel yourself to resist hostile magic When your Quarry forces you to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1). Moreover, if your Quarry subjects you to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failed saving throw.
Spellbane
You are an unparalleled hunter of mages. At 11th level, whenever you hit your Quarry with a weapon attack, you can spend a spell slot of 1st-level or higher to deal bonus force damage equal to one Quarry Die per level of the spell slot. Also, when you cast Counterspell or Dispel magic, you gain a bonus to your ability check equal to your Quarry Die.
Greater Relic Ward
Beginning at 15th level, your Spellbreaker training has reached its pinnacle. You gain Resistance to damage from spells and magical effects so long as you are not Unconscious or Incapacitated. You can cast the
Absorb Elements spell at will, at 1st-level. After you cast
Absorb Elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the
Absorb Elements damage as its maximum amount.
Tracker Conclave
The monster slayer, for those that seek to find monsters in their purest form. Those creatures that prey upon mankind as a food source from within their ranks. Hidden in the throngs of anonymity. You have an keen eye for discerning the weaknesses of foes and punishing them, while resisting their supernatural tricks.
Urban Tracker Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Hunter’s Sense
When you select this archetype, you have dedicated yourself to the destruction of creatures of darkness, and study their weaknesses. You gain proficiency in Religion and
Thievery. As a bonus action, you can analyse a creature you can see within 30 feet, making an ability check using Wisdom + Thievery. On a success, you learn of all Condition and damage Immunities, Resistances, and Vulnerabilities it has. Alternately, you can choose to learn its highest ability score, lowest ability score, Armor Class, a Trait in its stat block, or another weakness it may have as determined by the DM. If you fail your ability check, you can't use this feature on that creature again until you hit it with an attack.
Conclave Spells
Your conclave grants you several spells tracking unead and monsters that can hide amongst humanoids. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the
Ranger Spell List. The spell counts as a
Ranger Spell for you, but it doesn’t count against the number of
Ranger Spells you know. These spells can’t be replaced when you gain a level in this class.
Ambuscade
At 3rd level, you are always prepared to strike first, often getting the jump on your prey. When you roll initiative, so long as you are not Surprised, you can use your reaction to take the Hide action, the Attack action, or mark a creature as your Quarry. If you are Surprised, you cannot take this special reaction, but you can act normally on your first turn in combat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. When your Quarry forces you to make an ability check or saving throw you gain a bonus to your roll equal to your Quarry Die.
Monster’s Nemesis
At 11th level, your hatred for evil empowers your weapons. Your weapon attacks against your Quarry ignore its damage Resistances, and treat its damage Immunities as Resistance. Moreover, when your Quarry misses you with an attack or you succeed on a saving throw it forced you to make, you can use your reaction to make a single weapon attack against it.
Slayer’s Counter
You do everything in your power to prevent the monsters you hunt from harming the innocent. When you see your Quarry attempt to cast a spell, teleport, or use another supernatural or magical ability from its stat block, you can make a single weapon attack against it as a reaction. On hit, your Quarry must succeed on a Wisdom saving throw, or that ability is thwarted and fails to take effect. When you use this feature and your attack hits, you can instantly end the effects of Ranger's Quarry and cause the Quarry to automatically fail this saving throw. Should this cause an ability to fail, that use of the ability is still expended by your Quarry.