Beast Conclave
Diabolist
Dungeon Delver
Fey Hunter
Freerunner
Gloom Stalker
Herbalist Conclave
Horizon Walker
Hunter Conclave
Stalker
Witch Hunter
Awakened (bound spirit)
Banshee Conclave
Gnome/Halfling/Kobold
Trickster Conclave
Shifter
Moonstalker Conclave
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game — even fugitives among their own people.
Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.
A relationship with civilization informs every ranger’s personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so be it.
As a ranger, you gain the following class features.
Hit Dice: 1d10
You are proficient with Dexterity and Strength saving throws.
Class Skills: Animal handling, Herbalism, Nature, Perception, Physique, Stealth, Survival and Swimming
Skill Points: You gain 3 skill points at 1st level.
| -Level- | -PB- | -Features- | -Hunter’s Edges- | -Edge Die- |
|---|---|---|---|---|
| 1st | +2 | Hunter’s Edge, Natural Explorer, Ranger Conclave |
2 | 1d4 |
| 2nd | +2 | Favored Enemy, Fighting Style | 2 | 1d4 |
| 3rd | +2 | Ranger Conclave feature | 3 | 1d4 |
| 4th | +2 | Primeval Awareness | 3 | 1d4 |
| 5th | +3 | Ranger Conclave feature | 4 | 1d4 |
| 6th | +3 | Favored Enemy Improvement | 4 | 1d6 |
| 7th | +3 | Ranger Conclave feature | 5 | 1d6 |
| 8th | +3 | Relentless | 5 | 1d6 |
| 9th | +4 | ─ | 6 | 1d6 |
| 10th | +4 | Hide in Plain Sight | 6 | 1d6 |
| 11th | +4 | Ranger Conclave feature | 7 | 1d6 |
| 12th | +4 | Favored Enemy Improvement | 7 | 1d6 |
| 13th | +5 | ─ | 8 | 1d8 |
| 14th | +5 | Low Profile | 8 | 1d8 |
| 15th | +5 | Ranger Conclave feature | 9 | 1d8 |
| 16th | +5 | ─ | 9 | 1d8 |
| 17th | +6 | ─ | 10 | 1d8 |
| 18th | +6 | Evolutionary Balance | 10 | 1d10 |
| 19th | +6 | ─ | 11 | 1d10 |
| 20th | +6 | Apex Predator | 11 | 1d10 |
Weapon Groups: You have rank 2 with all weapon groups.
Combat Skills: You gain the Light armor and Medium armor skills.
After 1st level: You gain 1 skill point to spend on combat skills every level.
You start with the following equipment, in addition to the equipment granted by your background:
The wild teaches harsh lessons to those who endure it. These lessons become a Hunter’s Edge: a perfected instinct, a predatory trick, or a hard-won skill that sets you apart from lesser rangers. Each Edge embodies a different path to mastery, shaped by experience, cunning, and the call of the wild.
At 1st level, you gain two Hunter’s Edges of your choice. You gain an additional Hunter’s Edge at every odd ranger level thereafter. When you gain a Hunter’s Edge, you may select any Edge for which you meet the prerequisites.
Your reserve of expertise and instinct is represented by Edge Dice. You have a number of Edge Dice equal to twice your proficiency bonus, and your ranger level determines the size of your Edge Die, as shown in the ranger class table.
Some of your Hunter’s Edges use these dice. An Edge might allow you to roll an Edge Die and add the result to a roll or effect, or it may require you to expend an Edge Die to activate a special ability. If an Edge refers to your Edge Die, use the die size shown for your ranger level in the ranger class table.
As a bonus action, you can expend one Edge Die to regain the use of one Hunter’s Edge that you have used and that normally regains its use only when you finish a long rest. You can only do this once per edge.
You can regain all expended Edge Dice when you finish a long rest.
Some Edges require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Edge Save DC = 8 + your proficiency bonus + your Wisdom modifier
You are particularly familiar with the natural world, adept at traveling and surviving out in the wilds. At 1st level, choose three of the following traits. You may choose two additional traits at 6th and 10th level.
While tracking other creatures, you also learn their exact number, their sizes and roughly how long ago it was that they passed through the area.
You gain the trust of a tiny animal friend. You both share a basic understanding, though the animal is still subject to its natural instincts. Your animal must be a tiny CR 0 beast, and (when relevant) it shares your pool of actions.
If your animal friend is reduced to 0 hit points, you can spend one hit die or suffer a level of exhaustion to reduce it to 1 hit point instead. If your animal friend leaves or dies, you can spend time during a long rest to try bonding with another creature from the surrounding environment.
Unless abused, this friend will have some degree of DM protection.
Many Friends: You may take this trait multiple times, gaining an additional animal friend each time.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
You know how to make your lighting supplies last a little longer in the dark. You have skill with crafting simple candles or torches, and these crafted lights burn for twice as long as normal.
While asleep, you are still half-aware of what’s happening around you. You may still roll Perception checks while sleeping, but with disadvantage.
You may roll with advantage when attempting to cook a simple meal with basic or improvised ingredients.
When you benefit from at least half cover, you also gain an additional +1 bonus to your AC and Dexterity saving throws. When you create cover, you extend this bonus to any creature who benefits from the cover.
When travelling outside, you may make navigation checks as if you had a map and compass.
When you forage, you find twice as much food or water as you normally would.
When you willingly move through a slippery terrain such as snow or ice for instance, your walking speed increases by 10 ft and you have advantage on any Dexterity checks imposed by that terrain.
Difficult terrain doesn’t slow your group’s travel during long journeys.
If you are traveling alone, you can move stealthily at a normal pace.
At 1st level, you choose to emulate the ideals and training of a ranger conclave, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd level, 5th, 7th, 11th, and 15th level.
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
| Long rest |
|---|
| After a long rest: |
| * Regain uses of your Hunter’s Edges. |
| * Regain all Edge Dice. |
| * Regain one use of Primeval Awareness. |
| * Regain one use of Fade Away. |
| Add the following class specific benefits to choose from: |
| * Regain all uses of Primeval Awareness. |
| * Regain all uses of Fade Away. |
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the options from the fighter list of fighting styles. You can’t take a fighting style option more than once, even if you later get to choose again.
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
From 4th level, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 minute in concentration, you sense whether any such enemies are present within 5 miles of you. This feature reveals which type of enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
You may use this feature a number of times equal to your proficiency bonus and can regain all expended uses when you finish a long rest.
At 8th level you can choose one of the following options:
You can use the Dash action as a bonus action on your turn. Also, you have advantage on Constitution checks and saving throws to avoid exhaustion during chases and forced marches.
You have advantage on any saving throw made to avoid non magical traps or natural hazards, as well as resistance to any damage from non magical traps or natural hazards. You don’t gain this benefit if you are incapacitated, grappled, or restrained.
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
As an action, you can give yourself a number of temporary hit points equal to your Edge Die + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a long rest, you can always reduce your exhaustion level by 1.
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. If you remain motionless while hiding, creatures that attempt to detect you take a −10 penalty to their Perception checks. In addition, on your first round during combat you have advantage on attack and damage rolls against creatures that have not yet acted.
Starting at 14th level, you are no more remarkable in your element than a small animal or an insect, able to slip by almost anyone unnoticed. Choose one of the following features:
You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and can regain all expended uses when you finish a long rest
You can use the Hide action as a bonus action on each of your turns in combat. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
At 18th level, you gain a special ability to detect your prey. Choose one of the following options.
You can see objects and creatures up to 1 mile away as though they were directly in front of you. When you are at least 120 ft above the ground, this range increases to 10 miles.
You gain supernatural senses that help you fight creatures you can’t see. You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness.
You can detect the scent of all creatures that passed through an area unless the area has been subject to light winds for 1 hour, moderate winds for 1 minute, or strong winds for 1 round. By following the scent trail, you can detect the exact path your quarry took.
At 20th level, you become an unparalleled hunter. Choose an option.
Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature after the roll, but before any effects of the roll are applied.
On your first turn during combat, any of your attacks that hits a creature who has not yet acted is a critical hit.
Once per turn, you can trade one of your attacks to do a whirlwind. When doing a whirlwind, you make one melee weapon attack against each creature within 5 ft of you.
Across the wilds, rangers come together to form conclaves - loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.
Beast Conclave - The Beast Master has committed himself to working in partnership with an animal as his companion and friend.
Diabolist - Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place.
Dungeon Delver - These individuals find themselves at home in the deepest catacombs and most perilous ancient ruins. They yearn for both the treasure promised by so many stories and the forgotten knowledge of lost civilizations.
Fey Hunter - A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey.
Freerunner - A freerunner is supremely nimble and capable of crossing terrain as quickly as possible through a skilled combination of dashing, leaping, and nimbly climbing.
Gloomstalker - Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims.
Herbalist Conclave - Herbalists have learned to extract the magical properties of plants and nature in order to create potent mixtures that can aid allies and hinder foes.
Horizon Walker - Rangers of the Horizon Conclave guard the world against threats that originate from other planes.
Hunter Conclave - A Hunter has accepted his place as a bulwark between civilization and the terrors of the wilderness.
Stalker - Stalkers serve as investigators, spies, informants, interrogators, and vigilantes. Unlike other rangers, they are just as at home in a crowded metropolis as in a wilderness setting.
Witch Hunter - You have dedicated yourself to hunting down creatures of the night and wielders of grim magic.
| Ranger Level | Feature |
|---|---|
| 1st | Beast Friend |
| 3rd | Animal Companion |
| 5th | Coordinated Attack |
| 7th | Beast’s Defense |
| 11th | Storm of Claws and Fangs |
| 15th | Superior Beast’s Defense |
Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
Beasts instinctively recognize your respect for the natural world. You gain 1 skill point to spend on the Handle Animal skill. In addition, Beasts begin interactions with you one attitude step friendlier than normal, at the GM’s discretion.
At 3rd level, you learn to use primal magic to create a powerful bond with a creature of the natural world.
With 8 hours of preparation, you call forth an animal from the surrounding wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call return your animal companion to life, with 1 hp.
If you use this ability to call upon a new companion, your current companion leaves you.
Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion. As a rule of thumb, a beast can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
Your animal companion gains a variety of benefits while it is linked to you.
| d6 | Trait |
|---|---|
| 1 | I’m dauntless in the face of adversity. |
| 2 | Threaten my friends, threaten me. |
| 3 | I stay on alert so others can rest. |
| 4 | People see an animal and underestimate me. I use that to my advantage. |
| 5 | I have a knack for showing up in the nick of time. |
| 6 | I put my friends’ needs before my own in all things. |
| d6 | Flaw |
|---|---|
| 1 | If there’s food left unattended, I’ll eat it. |
| 2 | I growl at strangers, and all people except my ranger are strangers to me. |
| 3 | Any time is a good time for a belly rub. |
| 4 | I’m deathly afraid of water. |
| 5 | My idea of hello is a flurry of licks to the face. |
| 6 | I jump on creatures to tell them how much I love them. |
You and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
While your companion can see you, it has advantage on all saving throws.
Your companion can use its action to make a melee attack against each creature of its choice within 5 ft of it with a separate attack roll for each target.
Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it
| Ranger Level | Feature |
|---|---|
| 1st | Phantom Sense |
| 3rd | Mind Impression, Rite of Peace |
| 5th | Extra Attack, Protection from Undead |
| 7th | Death Ward, Spiritual Sheath |
| 11th | Planar Blockade |
| 15th | Material Slip |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Death Ward. |
| * Regain use of Material Slip. |
Diabolist rangers roam the land, searching for tales of shades that hunt for the living, banshees that haunt the woods, or even helping ghosts that are not aware that they have passed in the first place. They believe that the ethereal creatures that we may become should be helped to pass on to a proper plane of existence, or at the very least stopped from harming others.
You gain the ability to magically sense the presence of ethereal undead creatures. As an action, you detect the location of the closest ethereal undead creature within 100 ft of you. You learn the CR of the creature, but not the exact type of the creature.
With longer concentration you can sense other disturbances in the natural cycle as well. If you focus for a minute, you know if a Celestial, Fiend, Undead, or creature possessed by a supernatural entity is within 30 ft of you. You learn the creature’s location, but not its identity.
You can enhance your knowledge of the afterlife to whittle away the psyche of others. As a bonus action, you designate one creature you can see within 30 ft of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes psychic damage, and the creature takes an extra psychic damage equal to your Edge Die from the attack.
Through funerary rites and an understanding of the soul’s final journey, you can help ensure that the dead remain at peace. By spending 1 minute performing funeral rites over a corpse, you preserve it from decay and prevent it from becoming undead for 10 days.
You can attack twice, instead of once whenever you take the Attack action on your turn.
You can inscribe a protective circle during a short or long rest. The circle occupies a 20-foot-radius area and lasts until your next long rest. Celestials, Fiends and Undead have disadvantage on attack rolls against creatures within the circle and can’t willingly enter it unless they succeed on a Wisdom saving throw against your Edge save DC.
The spirits of those you have aided watch over you, refusing to let your journey end before its proper time. As a reaction when you would be reduced to 0 hit points, you may instead drop to 1 hit point. Once you use this feature, you can’t use it again until you complete a long rest.
You are well versed in the effects that the supernatural creatures can cause. You have advantage on any saving throw from undead creatures’ special abilities, for example a ghost’s Possession or a specter’s Life Drain feature.
You can sense when a creature attempts to move out of this plane or travel and attempt to block it. Whenever a creature within 60 ft of you attempts to teleport or use a feature to travel to another plane, similar to the plane shift spell, you can use your reaction to cause the target creature to make a Wisdom saving throw against your Edge save DC. On a failure, the creature’s attempt fails.
You can alter your form to match the creatures you fight. As a bonus action, you can magically transform yourself into a semi-ethereal form, one between the material plane and a spirit. While you are like this, you have resistance to all damage from creatures that are not ethereal, except for force damage. You do not have resistance from any creature that is ethereal.
While in this form, you can move in any direction, including up and down, or through objects as difficult terrain. If you end your turn in an object, you take 10 force damage. You remain in this form for 1 minute. This feature ends early if you use a bonus action to do so, you fall unconscious, you die, or if you enter an area of antimagic.
Once you use this feature, you cannot do so again until you complete a long rest.
| Ranger Level | Feature |
|---|---|
| 1st | Dungeon Delver |
| 3rd | Dungeon Fighter, Lightwielder, Vaultbreaker |
| 5th | Extra Attack |
| 7th | Evasion, Treasure Hunter |
| 11th | Ruinwalker |
| 15th | Forgotten Clues |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Treasure Hunter. |
| * Regain use of Forgotten Clues. |
Some rangers guard forests, mountains, and deserts. Dungeon Delvers brave a different wilderness: the forgotten places beneath the world.
Ancient tombs, buried cities, monster-infested catacombs, and crumbling fortresses are their chosen domain. To a Dungeon Delver, every hidden passage is an invitation, every sealed door a challenge, and every trap a puzzle waiting to be solved.
Years spent navigating treacherous ruins teach these rangers how to spot danger where others see only stone. They learn how to read the marks left by long-dead civilizations, bypass ancient mechanisms, and survive dangers that claim less prepared adventurers.
While many seek treasure, the finest delvers are driven by curiosity. They uncover forgotten histories, recover lost relics, and bring the secrets of vanished kingdoms back into the light.
You are alert to the hidden traps and secret doors found in many dungeons, gaining the following benefits:
Additionally you gain 1 skill point to spend on the burglary skill.
Once on each of your turns when you hit a creature that is adjacent to a wall, doorway, pillar, statue, or other solid structure, you deal additional damage equal to your Edge Die.
If you’re holding a torch, you have advantage on melee attack rolls against creatures within your torchlight. You only gain this benefit if you’re underground or indoors, or in an area of dim light or darkness.
In addition, whenever a creature within your torchlight makes a melee attack roll against you or a creature within 5 feet of you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Years spent exploring forgotten vaults have taught you how ancient mechanisms are built and how to force them open when necessary.
As an action, you may expend an Edge Die and spend 1 minute examining a nonmagical lock, barred door, chest, or similar mechanism. Roll the Edge Die. If the result is 4 or greater, the mechanism is opened, disabled, or bypassed. Particularly complex mechanisms may require a higher result, at the GM’s discretion.
You can attack twice, instead of once whenever you take the Attack action on your turn.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You have developed an uncanny knack for finding valuables and recognizing unusual objects. By 1 minute examining a room, cache, corpse, or similar location, you can determine whether any hidden valuables, magical items, secret compartments, or significant relics are present within 30 ft. Once you use this feature, you can’t use it again until you finish a long rest or recharge it by spending an Edge Die.
In addition, you can identify the purpose and method of operation of any non-artifact magic item by studying it for 1 minute.
You move through ancient structures with remarkable ease. Climbing doesn’t cost you additional movement, and standing from prone costs no movement. In addition, moving through rubble, collapsed passages, narrow ledges, stairs, ladders, and other architectural obstacles never costs you extra movement.
A lifetime spent exploring ruins has taught you how to reconstruct the past from the smallest traces. By spending 1 minute examining an object, room, corridor, campsite, tomb, or similar location, you can learn significant events that occurred there.
The GM tells you information such as:
This ability relies on observation and deduction rather than magic. Once you use this feature, you can’t use it again until you finish a long rest or recharge it by spending an Edge Die.
| Ranger Level | Feature |
|---|---|
| 1st | Iron Warden, Sealed Mind |
| 3rd | Fey Ward, Feybane |
| 5th | Extra Attack, Rally Against Fey |
| 7th | Warding of Iron |
| 11th | Lift the Veil |
| 15th | Master Fey Hunter |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Warding of Iron. |
The folk tales are true. Iron burns where steel merely cuts, spoken names carry power, and the Fair Folk are never quite what they seem. A fey hunter specializes in eliminating menaces from the Fey Realms and resisting the many charms and deceptions of the fey. Though fey hunters need not slay every fey they meet, alliances between the fair folk and their hunters are fleeting and uneasy.
When you finish a long rest, you may perform a brief rite over a weapon made primarily of iron or steel. Until your next long rest, that weapon is considered cold iron for the purpose of overcoming the resistances, immunities, and special defenses of Fey creatures.
You have become vigilant against the wiles of the fey. You become proficient with Wisdom saving throws and you have advantage on saving throws against being charmed by Fey and on ability checks made to detect illusions or disguises created by Fey.
You have learned you learn to establish an Fey Ward. By spending 1 minute placing iron nails, horseshoes, or other iron tokens around a campsite, dwelling, or similar area, you ward a 30-foot-radius area for 24 hours.
A Fey creature must succeed on a Wisdom saving throw against your Edge save DC to willingly enter the warded area. On a failure, it cannot cross the boundary and instinctively seeks another path. Once a creature succeeds on this saving throw, it is immune to that ward for 24 hours.
Only one Fey Ward may be active at a time.
Your cold iron strikes bite deeply into the unnatural essence of the Fair Folk. As a bonus action, you designate one creature you can see within 30 ft. The next time you hit that creature on this turn with an attack using a cold iron weapon, the creature takes extra damage equal to your Edge Die.
You can attack twice, instead of once whenever you take the Attack action on your turn.
When an ally within 30 ft of you fails a saving throw against an enchantment spell, you can use your reaction to allow that ally to reroll the saving throw and take the higher result. You cannot use this feature on yourself.
You can invoke a Warding of Iron as an action. For 1 minute, requiring concentration as though concentrating on a spell, Fey creatures have disadvantage on attack rolls against you and cannot charm you. Once you use this feature, you can’t do so again until you complete a long rest.
Your strikes cut away at the magic surrounding your prey. When you take the Attack action and damage your target, you can use your bonus action to immediately end any one spell of 3rd level or lower affecting the target. You must know what effect you want to end, e.g. you could choose to end whatever is making your foe invisible, not necessarily knowing the exact spell causing the effect.
Additionally, whenever a Fey creature you can see attempts to teleport, become invisible, or magically alter its appearance, you immediately become aware of its true location until the end of your next turn.
Fey creatures within 30 ft of you must succeed on a Wisdom saving throw against your Edge save DC to teleport, become invisible, charm a creature, or enter a creature’s dreams. On a failure, the attempt is wasted.
Additionally, you can now end spells of 5th level or lower when using your Lift the Veil feature.
| Ranger Level | Feature |
|---|---|
| 1st | Freerunning |
| 3rd | Momentum, Skyfall Strike |
| 5th | Extra Attack, Pathfinder’s Route |
| 7th | Evasive Fighter |
| 11th | Improved Skyfall |
| 15th | Impossible Route |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Impossible Route. |
Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain as quickly as possible. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing, that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions.
A freerunner is most at home in a city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a freerunner’s agility is not to be underestimated, for they can dive through a giant’s legs or scurry up its back with ease.
You have trained extensively to move freely over and through any terrain using only the abilities of the body. Gain the Acrobatics - Parkour skill and its prerequisite. If you have that skill already you may spend the skill point on any class skill.
Additionally, you have mastered a number of techniques:
Speed is more than movement; it is a weapon. By leveraging agility, daring footwork, and superior positioning, you can strike with exceptional force. You gain Momentum whenever, on your turn, you move through a hostile creature’s space or leave a creature’s reach. The next weapon attack you make before the end of your turn gains the benefits of Momentum. On a hit, the attack deals additional damage equal to your Edge Die.
You have learned to turn every leap, drop, and swing into a devastating attack. Whenever you descend at least 10 ft before hitting a creature with a melee weapon attack, the target must succeed on a Strength saving throw against your Edge save DC or be knocked prone. In addition, If the attack benefited from Momentum, the additional damage from Momentum is doubled.
You can attack twice, instead of once whenever you take the Attack action on your turn.
A freerunner instinctively sees paths that others overlook. A fallen tree becomes a bridge, a wall becomes a staircase, and a crowded street becomes an open road. Few obstacles can prevent you from finding a way forward.
You reduce any falling damage you take by an amount equal to five times your ranger level.
In addition, your travel pace is treated as one category higher when determining overland movement, and you suffer no penalty to Wisdom (Perception) checks while travelling at a fast pace.
Finally, whenever you spend at least 1 minute observing an urban environment, ruins, forest canopy, cave system, or similar complex terrain, you can identify the fastest route to any visible destination within that area, as well as likely routes used by creatures moving through it.
A freerunner survives by never being where the enemy expects. Whenever you use Slide, Tumble, or Wall Run, you gain a +2 bonus to AC until the start of your next turn.
In addition, when a spell or other effect would require you to make a saving throw because you are within an area of effect, you can use your reaction to move up to half your movement speed before making the saving throw. If this movement carries you outside the area of effect, you automatically succeed on the saving throw. This movement doesn’t provoke opportunity attacks.
Whenever you benefit from your Skyfall Strike feature, the attack scores a critical hit on a roll of 19 or 20.
Years of freerunning have taught you that every obstacle contains a path. As an action, choose a point you can see within 60 ft. You immediately move to that location by vaulting, climbing, squeezing, and tumbling along a route too fast for others to comprehend. This movement ignores nonmagical barriers up to 5 ft thick, provided there is empty space beyond them.
Once you use this feature, you can’t use it again until you complete a long rest.
| Ranger Level | Feature |
|---|---|
| 1st | Eyes of the Gloom, Iron Mind |
| 3rd | Dread Ambusher, Umbral Quarry |
| 5th | Extra Attack |
| 7th | Shadow Sense |
| 11th | Stalker’s Flurry |
| 15th | Shadowy Dodge |
| Long rest |
|---|
| After a long rest: |
| * Regain all uses of Umbral Quarry. |
| * Regain all uses of Shadow Sense. |
Most rangers are guardians of the wilderness. Gloomstalkers are guardians of the places where the wilderness ends and something darker begins.
They hunt creatures that dwell beyond the warmth of sunlight: aberrations lurking beneath forgotten ruins, shadow-haunted predators from the Shadowfell, and ancient horrors that stalk the deepest forests after dusk. While others light torches and pray for dawn, a Gloomstalker learns to trust the darkness.
To a Gloomstalker, darkness is not an obstacle but a tool. Every shadow is concealment. Every patch of dim light is an opportunity. They stalk their prey patiently, learning its habits, following its trails, and waiting for the perfect moment to strike.
Villages on the edge of civilization often owe their survival to a Gloomstalker they never knew existed. These rangers walk lonely paths through moonless forests, winding caverns, and forgotten ruins, ensuring that whatever hunts from the darkness never reaches the innocent.
Many Gloomstalkers eventually become as unsettling as the things they pursue. Their eyes catch glints of movement others miss. Their footsteps make no sound. Their presence is often noticed only after the threat has already been dealt with.
You have adapted to thrive in darkness and twilight. You can see in dim light within 120 ft as if it were bright light. While in dim light, you have advantage on Perception checks that rely on sight.
You have honed your ability to resist the mind-altering powers of tha aberrations of the deep caverns. You gain proficiency with Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
You master the art of the ambush. You gain a bonus to initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your speed increases by 10 ft until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, it deals extra damage equal to your Edge Die.
You learn to hunt creatures through the darkness itself. As a *bonus action, choose one creature you can see within 90 ft. The creature becomes your Umbral Quarry for 1 hour.
Once on each of your turns when you hit your quarry with a weapon attack, you deal additional necrotic damage equal to your Edge Die. In addition, the quarry’s speed is reduced by 10 ft until the start of your next turn, as tendrils of shadow manifest to hinder their movement.
You can designate a quarry a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
You can attack twice, instead of once whenever you take the Attack action on your turn.
Your senses have adapted to darkness in ways others struggle to comprehend. You gain blindsight to a range of 10 ft.
In addition, as an action, you may focus your senses for up to 1 minute. While focused, you gain tremorsense out to 30 ft. This focus ends early if you move, become incapacitated, or take damage.
You may use this feature a number of times equal to your proficiency bonus, regaining all uses when you complete a long rest.
You learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
| Ranger Level | Feature |
|---|---|
| 1st | Natural Alchemist |
| 3rd | Volatile Mixtures |
| 5th | Extra Attack |
| 7th | Natural Resistance, Opportunist |
| 11th | Quick Mixing |
| 15th | Master Alchemist |
Herbalist rangers are students of nature’s hidden chemistry. To them, every flower is a potential remedy, every fungus conceals a secret, and every venom carries the seed of a weapon.
While other rangers learn to master beasts or stalk prey through darkness, an Herbalist studies the countless reactions that occur within the natural world. They know which roots numb pain, which mosses preserve life, which pollens cloud the mind, and which rare blossoms can kill with a single drop.
Most Herbalists travel with bulging satchels filled with dried herbs, toxins, spores, salves, and unfinished concoctions. Around a campfire they grind roots and distill essences. In battle they hurl volatile mixtures, coat weapons with virulent toxins, and administer life-saving remedies in the space between heartbeats. To an untrained observer, the work of an Herbalist seems like magic. Yet they know the truth: nature itself is the greatest alchemist.
Gain 1 skill point each to spend on the Alchemy and Herbalism skills.
As long as you have an herbalism kit, during a long rest you can prepare five mixtures, chosen from the list below, in any combination. For example, you can prepare three healing draughts and two quick coatings at the end of a long rest.
It is assumed that your mixtures are created from ingredients foraged or gathered while traveling. Your mixtures lose their potency after 24 hours. Some mixtures require a target to make a saving throw to resist the mixture’s effects. The saving throw DC is your Edge save DC.
Healing Draught. This draught takes an action to drink or administer to another creature. The target regains hit points equal to two rolls of your Edge Die. This draught has no effect on undead or constructs.
Restorative Draught. This draught takes an action to drink or administer to another creature. Creatures that drink this draught is cured of either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. This draught has no effect on undead or constructs.
Quick Coating. As a bonus action on your turn, you can coat one melee weapon or up to five pieces of ammunition with a virulent toxin. The coating loses its potency at the end of your next turn. The next creature hit by a coated weapon must succeed on a Constitution saving throw against your Edge save DC or become poisoned by the toxin. At the start of each of the poisoned creature’s turns, it takes poison damage equal to your Edge Die. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.
Poison Bomb. As an action, you can throw this flask to a point up to 20 ft from you, shattering it on impact, releasing a small cloud of poison that disperses quickly. Each creature in a 5-foot-radius sphere centered on the point of impact must make a Constitution saving throw or take poison damage equal to your Edge Die, and become poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. Holding one’s breath is ineffective against the poison, as it affects the nasal membranes, tear ducts, and other parts of the body.
Smoke Bomb. As an action, you can throw this flask to a point up to 20 ft from you, shattering it on impact. It creates a 10 ft radius sphere of smoke centered on the point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until winds (at least 5 miles per hour) disperses it.
Sludge Bomb. As an action, you can throw this flask to a point up to 20 ft from you, shattering it on impact. The ground in a 5 ft radius centered on that point becomes difficult terrain for one minute.
You can attack twice, instead of once whenever you take the Attack action on your turn.
Due to repeated exposure to alchemical mixtures and poisons, your body’s natural resistances have increased. You gain proficiency with Constitution saving throws as well as resistance to poison damage.
If you hit a poisoned target, you deal extra damage equal to your Edge Die.
You can rapidly improvise mixtures from ingredients on hand. As a bonus action, you may expend one Edge Die to create a mixture you know and immediately use it as part of the same action. The mixture lasts until the end of your current turn. In addition, during a long rest you prepare additional mixtures equal to your Wisdom modifier.
You have learned to push your concoctions beyond their intended limits. Whenever you use one of your mixtures, you may expend an Edge Die to enhance it. Choose one:
Roll the mixture’s healing or damage dice twice.
Increase the affected area’s radius by 5 ft.
Impose disadvantage on the first saving throw caused by the mixture.
Affect one additional creature within 10 ft of the original target.
| Ranger Level | Feature |
|---|---|
| 1st | Detect Portal |
| 3rd | Planar Warrior |
| 5th | Extra Attack |
| 7th | Ethereal Step, Spectral Defense |
| 11th | Dimensional Leash |
| 15th | Planar Banishment |
| Long rest |
|---|
| Add the following class specific benefits to choose from: |
| * Regain all uses of Ethereal Step. |
| * Regain all uses of Dimensional Leash. |
| * Regain use of Planar Banishment. |
Horizon Walkers stand watch at the boundaries of reality. Where others see a forgotten stone arch, a shimmering grove, or a crack in an ancient cavern wall, they see a doorway to another world.
These rangers dedicate their lives to studying the countless planes beyond the mortal realm and the creatures that travel between them. Some patrol ancient portals hidden deep within the wilderness. Others hunt fiends that slip into the world through weakened barriers, pursue fey nobles who abduct mortals into their twilight kingdoms, or track elementals that have escaped from their native planes.
A Horizon Walker learns that each plane possesses its own nature and power. The raging energies of the Elemental Planes, the radiance of the Upper Planes, the hunger of the Lower Planes, and the strange forces of realms beyond mortal understanding can all be turned against the creatures that dwell there.
You gain the ability to magically sense the presence of a planar portal. As an 10 minutes ritual, you detect the distance and direction to the closest planar portal within 1 mile of you.
You have learned to channel the energies of distant planes through your weapons.
As a bonus action, choose one creature you can see within 30 ft of you. The next time you hit that creature with a weapon attack before the end of your turn, the attack deals additional damage equal to your Edge Die.
When you activate this feature, choose one of the following damage types:
The additional damage becomes the chosen damage type.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can briefly slip between the Material Plane and the Ethereal Plane. As a bonus action, you become partially ethereal until the end of your current turn.
While in this state:
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
Your understanding of planar boundaries allows you to bind creatures to their current reality. When you hit a creature with a weapon attack, you may force it to make a Charisma saving throw against your Edge save DC. On a failed save, the creature becomes anchored to its current plane for 1 minute. While anchored:
The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a saving throw against this feature, it is immune to it for 24 hours.
You may use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Your understanding of planar boundaries allows you to shift partially out of phase with reality. When you take damage from an attack, you can use your reaction to gain resistance to that attack’s damage.
You have mastered the pathways between worlds and can forcibly expel creatures from the plane they occupy. As an *action, choose one creature within 60 ft that you can see. The creature must succeed on a Charisma saving throw against your Edge save DC.
On a failure, the creature vanishes into a harmless demiplane. At the end of each of its turns, the creature may repeat the saving throw, returning to the nearest unoccupied space on a success. If the creature is native to another plane of existence and you maintain concentration for 1 minute, it is immediately returned to its home plane.
Once you use this feature, you can’t use it again until you complete a long rest.
| Ranger Level | Feature |
|---|---|
| 1st | Negotiator |
| 3rd | Hunter’s Prey |
| 5th | Extra Attack |
| 7th | Defensive Tactics |
| 11th | Multiattack |
| 15th | Superior Hunter’s Defense |
The Hunter serves as a protector of both the wilderness and civilization. They attempt to keep the peace, ensuring hostilities don’t arise between the two different settlements. A Hunter is equipped to handle threats from both sides, from poachers and polluters to rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
You gain 1 skill point to spend on Speechcraft.
You gain one of the following features of your choice.
Giant Killer. When an adjacent Large or larger creature hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is adjacent to the original target and within range of your weapon.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your training has made you resilient in the face of overwhelming odds. You gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.
Gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 ft of a point you can see within your weapon’s range. You must have ammunition for each target, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures adjacent to you, with a separate attack roll for each target.
Your experience has proven invaluable in keeping you safe from harm. Gain one of the following features of your choice.
Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
| Ranger Level | Feature |
|---|---|
| 1st | Investigator’s Intellect |
| 3rd | Penetrating Insight |
| 5th | Extra Attack, Streetwise |
| 7th | Iron Mind |
| 11th | Informant Network, Twenty Moves Ahead |
| 15th | Most Dangerous Game |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Penetrating Insight. |
At first glance, you seem hopelessly out of place in an adventuring party, looking instead like a drab town dweller who has wandered into danger by mistake. You maintain a soft-spoken, rather nondescript demeanor, but this is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only your closest friends realize the extent of your expertise in intelligence gathering. And that’s just the way you like it. Stalkers serve as investigators, spies, informants, interrogators, and vigilantes.
Unlike other rangers, you are just as at home in a crowded metropolis as you are in a wilderness setting. Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, sophisticated, or devious as yourself, hunting them is a far more complex task. You are experienced in solving intricate mysteries and bringing justice to the masterminds behind ambitious crimes. As comfortable stalking your quarry in a bustling city as a savage wilderness, you are no mere urban ranger, but a master of observation, deduction, and interrogation.
You have a superior mastery of skills related to obtaining information, allowing you to find clues others might miss. This gives you the following of benefits:
You can focus your deductive powers on a single target, analyzing its weaknesses and gaining insights on how to defeat it. As a bonus action, you can force a creature you can see that isn’t incapacitated to make a Charisma saving throw against your Edge save DC. The target has disadvantage on this saving throw if it is your favored enemy. If the creature succeeds, they are immune to this effect for 1 hour.
If the target fails, once during each of your turns, you can add your Edge Die to one of the following rolls of your choice:
These benefits last until you target a different creature with this feature or until you finish a long rest.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You disappear into crowds without hesitation. While you are hidden, moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free.
Additionally you learn Thieves’ Cant.
You have trained your mind to an extraordinary level of insight, memory, and attention to detail and gain the following benefits:
You have carefully built up a network of informants who you can contact from almost anywhere (via a messenger bird, magic, or other). These informants are mix of guards, beggars, vagabonds, merchants, and allied government officials who have enough personal loyalty to you to perform routine favors, but not to risk their safety. As long as you are within 100 miles of a settlement that includes at least 100 intelligent creatures with whom you share a language, you can use the following abilities:
You can cast the commune and legend lore spells as rituals with a 1 hour casting time. These are not magical effects, being information from your network rather than divinations, and can be used even if magic is unavailable. Any references deities in those spells instead reference your network. You can gain any information that is known by more than 1 person within 200 miles, within the limitations of the spells. The casting time is the time it takes to contact your network and get back your answer.
You choose a location that you have seen before, or a public location which has been described to you in some detail, and ask members of your network to watch it for one hour. At the end of that hour, you are informed of everything that could’ve been seen in that location within the last hour, as if you had been watching it yourself with a scrying spell.
You use your existing network’s contacts to get knowledge about an unfamiliar city or town you are nearby. When you within 5 miles of a settlement with a population of at least 100 intelligent creatures, you can spend 1 hour following up on leads from your contacts to gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the settlement:
For example, if you entered a new city and used this ability, you could determine its most powerful thieves’ guild, the locations of temples that can provide magical healing, and which graveyards are said to be haunted by undead.
You can see through your opponent’s deceptions and anticipate their actions. When a creature that is the target of your Penetrating Insight feature misses you with an attack roll, that creature provokes an opportunity attack from you. In addition, all checks to deceive you are made with disadvantage.
Your nearly supernatural instincts allow you to predict your enemy’s attacks. Once per turn when you take damage from the target of your Penetrating Insight, you can reduce the damage you would take by an amount equal to one roll of your Edge Die.
| Ranger Level | Feature |
|---|---|
| 1st | Hunter’s Sense, Spellsight |
| 3rd | Slayer’s Prey |
| 5th | Extra Attack |
| 7th | Supernatural Defense |
| 11th | Magic-User’s Nemesis |
| 15th | Slayer’s Counter |
| Short rest |
|---|
| After a short rest: |
| * Regain use of Spellsight. |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Magic-User’s Nemesis. |
Most rangers concern themselves with ordinary predators. Witch hunters hunt the creatures that haunt legends.
They track vampires through ancient crypts, follow dragons into forgotten ruins, and pursue hags, fiends, and fey through places where reality itself has been twisted by magic. Over time they learn to identify supernatural creatures by subtle signs invisible to others, uncover hidden weaknesses, and dismantle magical defenses through a combination of training, instinct, and ruthless precision.
A Witch hunter knows that steel alone is rarely enough. Every monster has a weakness. Every sorcerer has a moment of vulnerability. Every spell leaves traces that can be followed. Through patience and relentless study, the Hunter learns to find those weaknesses and exploit them without mercy.
Years spent studying monsters and magical creatures have taught you to identify their strengths and weaknesses.
As an action, choose one creature you can see within 60 feet. You immediately learn whether the creature possesses any damage immunities, resistances, or vulnerabilities and what they are. If the creature is protected from divination or similar effects, you instead learn that its nature cannot be discerned.
You have learned to perceive the lingering traces of supernatural power. By concentrating for 1 minute, you become aware of active magical effects, enchanted objects, portals, curses, and other supernatural influences within 30 ft of you that are not behind total cover. This ability reveals only the presence and location of such effects, not their precise nature.
In addition, as a bonus action, you may study a creature you can see within 60 feet. You learn whether that creature can cast spells or possesses innate magical abilities. If it does, you learn its spellcasting ability and the highest level of magical power it can wield.
Once you use any of the effects in this feature, you can’t use it again until you complete a short rest.
As a bonus action, choose a creature you have successfully examined with your Hunter’s Sense feature since your last short rest. The creature becomes your prey. The first time each turn that you hit your prey with a weapon attack, it takes additional damage equal to your Edge Die.
This benefit lasts for 24 hours, until the creature dies, or until you designate a different prey.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your experience battling supernatural foes grants uncommon resilience. Whenever you make a saving throw against a spell, magical effect, or supernatural ability, you gain a bonus equal to your Wisdom modifier.
In addition, whenever the target of your Slayer’s Prey forces you to make a saving throw, add your Edge Die to the roll.
When a creature you can see within 60 feet attempts to cast a spell, teleport, or activate a magical ability, you can use your reaction to disrupt it. The creature must succeed on a Wisdom saving throw against your Edge save DC. On a failure, the effect fails and any resources spent are wasted.
Once you use this feature, you can’t use it again until you complete a long rest or use an Edge to recharge it.
In addition, whenever you hit your Slayer’s Prey, it has disadvantage on Constitution saving throws made to maintain concentration until the start of your next turn.
You have learned to exploit the brief openings created when your prey unleashes its supernatural powers. When the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to immediately make one weapon attack against it.
The attack occurs before the saving throw. If the attack hits:
In addition, you have resistance to damage caused by spells and magical effects originating from your Slayer’s Prey.
| Ranger Level | Feature |
|---|---|
| 1st | Dreadful Visage |
| 3rd | Phaseblade |
| 5th | Extra Attack, Terrorizer |
| 7th | Creature of Fear |
| 11th | Haunting Keen |
| 15th | Lament |
| Long rest |
|---|
| After a long rest: |
| * Regain all uses of Lament. |
Gifted with power from the dark corners of the feywild, this conclave embodies the horror that haunts the hills. Banshees imitate spirits and spectres to stalk, terrify, and slaughter their enemies. They are the very image of fear, whose knives gleam grisly silver and whose terrible howls chill the soul.
The Banshee conclave can only be taken by an awakened bound spirit.
You specialize in hunting the cowardly. You can use a bonus action to transform your face into a terrible countenance for a split second. Choose one creature within 30 ft that can see you. The sight of you forces that creature to make a Wisdom saving throw against your Edge save DC. If it fails, it is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature has disadvantage on saving throws against this feature if one or more creatures within 30 of it are also frightened of you.
If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the your Dreadful Visage for the next 24 hours.
Your ghostly nature transforms your weapons. Once per turn when you make a weapon attack a frightened target, you can phase your weapon or ammunition through it. This attack deals your choice of cold, necrotic, or psychic damage, and deals extra damage equal to your Edge Die.
The attack roll ignores AC bonuses granted by armor, shields, parrying reactions, and all but total cover.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You have advantage on attack rolls against creatures that are frightened.
You have become so used to using fear as a weapon that the same tactic doesn’t work against you. You are immune to the frightened condition, and gain proficiency with Charisma saving throws.
You can use Dreadful Visage as a free action when you roll initiative. Whenever you use Dreadful Visage in this way, you can replace the facial transformation with a horrific wail that affects all hostile creatures within 60 ft of you, instead of one creature.
You can use your reaction to let out a mournful wail that wards off death when one friendly creature that you can see within 60 ft drops to 0 hit points. Until that creature is stabilized, it has advantage on death saving throws and attack rolls made against it have disadvantage. You can use this reaction immediately before being knocked to 0 hit points to gain its benefits yourself.
You can use this feature a number of times equal to your proficiency bonus, and must complete a long rest before you do so again.
| Ranger Level | Feature |
|---|---|
| 1st | Bonus skills, Combat Trickster |
| 3rd | Opportune Strike |
| 5th | Combat Trickster (additional tricks), Rabbit from a Hat |
| 7th | Out of Sight, Out of Reach |
| 11th | Combat Trickster (additional tricks), Exploitative Nature |
| 15th | Elusive Foe |
Halfling, Kobold and Gnome rangers are regularly underestimated, but those in the Trickster conclave use that lack of esteem as both a defense and an offense, when need be. Using their cleverness and various talents, they create their own advantages in order to level the playing field.
The Trickster conclave can only be taken by a Gnome, Halfling or Kobold character.
Gain 2 skill points to spend on Craft and Engineering skills.
When you join this conclave, you learn how to use your ingenuity, deft hands, and the knowledge you’ve accumulated, to counteract that you are physically at a disadvantage to most foes.
Combat Tricks. The conclave has entrusted you with three blueprints and designs for combat tricks; items meant to hinder your enemies. The combat tricks are detailed at the end of the archetype description. You learn the design of one additional combat trick at 5th and 11th level. You never trigger your own combat tricks unless you want to.
Trick Capacity. Using your tinker tools, you can spend a short rest crafting or repairing a combat trick. You can only carry four of these combat tricks at any given time. Your trick capacity increases by one at 5th level and 11th level.
Saving Throws. Your combat tricks require creatures that trigger them to make a saving throw to avoid its effects. The saving throw DC is calculated as follows: Combat Trick DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
You have leart how to exploit the openings your combat tricks create. When a creature fails a saving throw against one of your combat tricks, you can use a reaction to make one weapon attack against it. If that attack hits, you deal additional damage equal to your Edge Die.
Your familiarity with the combat tricks you employ improves your handling of them. You can choose to use combat tricks as a bonus action.
Additionally, when you craft or repair a combat trick, you can spend an Edge Die to improve it. An item improved in this way deals 3d6 extra fire or poison damage when a creature fails its saving throw against it. The type of damage can be chosen when it is triggered.
You always have a plan to get out of a sticky situation. You can use a bonus action to take the Disengage action.
Your keen eye knows exactly which signs to look for, and how to exploit a show of weakness, no matter how slight it is. When you use a reaction to attack a creature because it failed a saving throw against one of your combat tricks, you can make two weapon attacks instead of one.
You can use every opportunity to get out of dodge. When a creature fails a saving throw against one of your combat tricks, you can use your reaction to move up to half your speed.
Some of the items here are also in the Player’s Handbook, but these versions are slightly improved, due to the time, effort, and talent poured into making them.
Ball bearings. As an item action, you can spill these tiny metal, glass, crystal, stone, or bone balls from their pouch to cover a level area 10 ft square. The first Large or smaller creature moving across the covered area must succeed on a Dexterity saving throw or fall prone, taking 1 Edge Die of bludgeoning damage.
Caltrops. As an action, you can spread a single bag of caltrops to cover a 5 ft square area. The first creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 2 Edge Dice of piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 ft. A creature moving through the area at half speed makes the saving throw with advantage.
Flash Rods. As an action, you can place two rods connected by a thin wire on a flat surface. The first creature that passes between the rods trips the wire, making the rods flare up in an intensely bright light. The creature must succeed on a Constitution saving throw or be blinded until the end of the turn.
Oil Fountain. As an action, you can place this small metal cube attached to a pressure plate on the ground. The first creature that steps on the plate must succeed on a Dexterity saving throw or be sprayed with a highly volatile substance. If the creature takes fire or lightning damage before the substance evaporates at the start of its next turn, it takes 1 Edge Die fire damage and must succeed on a Wisdom save to withstand the shock of being lit on fire. If it fails, it must use its reaction to move its movement speed in a random direction.
Portable Ice. As an action, you can spread a single bag of these compressed ice pellets to cover a 5 ft square area. The first creature that enters the area triggers the pellets, making them expand rapidly, forming a 20 ft tall ice pillar that immediately shatters. Any Large or smaller creatures in the area must succeed on a Dexterity saving throw or be lifted by the pillar. Tiny creatures don’t trigger the pellets.
– Special. If you are prepared for the effect, you can ready an action to jump of the pillar when reaching a sufficient height, effectively acting lika an elevator.
Screeching Sirens (soundproof container). As an action, you can place the brittle container on the ground. The first Small or larger creature that enters its 5 ft area causes the container to break, releasing the short-lived bugs inside it. The bugs are drawn to the nearest source of body heat, while emitting a high-pitched sound. Until the start of its next turn, the creature must succeed on a Charisma saving throw in order to cast a spell with verbal components.
– Special. You need access to bugs normally found in the wild to collect enough of them to be efficient, so the DM may rule that a city, dungeon or similar restricts how many, if any, you can craft.
Snap trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a Dexterity saving throw or take 1 Edge Die of piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 ft long). A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Edge Die of piercing damage to the trapped creature.
– Special. A snap trap is harder to place efficiently, so it can only be placed as an action, even with the Rabbit from a hat feature.
Sonic Sphere. As an action, you can place a small metal sphere on the ground. Highly sensitive to vibrations in the ground, the sphere will activate when the first creature enters its 5 ft area, creating a burst of thunderous sound, which can be heard 100 ft away. The creature must make a Constitution saving throw or take 2 Edge Dice thunder damage and be deafened until the end of its next turn.
Sneezing Powder Pellets. As an action, you spread a single bag of these hollow, lightweight husks filled with ground seeds to cover a 5 ft square. The first creature that enters the area must succeed on a Constitution saving throw or take 1 Edge Die of poison damage and spend its action sneezing violently.
Twitchers. As an action, you use a single bag of these tiny metal rods holding trace amounts of lightning energy to cover two 5 ft square areas. The first creature that enters an area must succeed on a Constitution saving throw or take 1 Edge Die of lightning damage from the small current running through them. A creature that fails this saving throw has disadvantage on the next attack it makes before the end of its next turn.
| Ranger Level | Feature |
|---|---|
| 1st | Effortless Shifting |
| 3rd | Combat Savagery |
| 5th | Extra Attack |
| 7th | Mystic Savagery, Unleash the Silent Predator |
| 11th | Call to the Moon, Pack Leader |
| 15th | Circle the Prey |
| Short rest |
|---|
| After a short rest: |
| * Regain all Savagery points. |
| * Regain use of Circle the Prey. |
| Long rest |
|---|
| After a long rest: |
| * Regain use of Unleash the Silent Predator. |
| * Regain use of Call of the Moon. |
All weretouched—whether they are shifters or lycanthropes—harbor a bestial nature inside themselves. This innate fierceness in lycanthropic blood reveals itself most often in battle. Many weretouched call upon their legacy when needed, but at some point you learned that you were different, and that the power in your blood was greater than you believed.
You take the name moonstalker for the strong tie to your lycanthropic nature you have nurtured in your spirit. You have always had an greater animalistic side, manifested in your physical features and sometimes through your behavior, and now you have awakened this heritage in yourself to become preternaturally formidable. Your tactics and behavior have left behind civilized methods for the savagery, speed, and frightening fury of an untamed predator.
The Moonstalker conclave can only be taken by a Shifter character.
When using your folk feature Shifting, you also heal a number of hit points equal to your class level.
You gain a number of savagery points equal to your proficiency bonus. When you finish a short rest, you regain all savagery points.
When you hit a creature with a natural weapon or light melee weapon, you can expend 1 savagery point to inflict extra damage equal to your Edge Die and to create one of the following effects:
You cannot spend more than 1 savagery point on the same attack.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
As a bonus action, you can spend one Edge Die and gain a number of savagery points equal to a roll of the die.
You can transform yourself into the powerful creature lurking inside you. Choose a beast whose challenge rating is 4 or lower. You can spend 3 savagery points to cast the polymorph spell without any components, targeting yourself and polymorphing into the chosen beast. The casting time is changed to 1 bonus action for this casting, but the duration is reduced to 1 minute. The spell is not a concentration spell when cast in this way.
While in the form you assumed, you gain resistance to nonmagical bludgeoning, piercing, or slashing damage that is not silver. Otherwise it functions just like a normal polymorph spell.
Once you use this feature, you cannot do so again until you finish a long rest.
You unleash a bloodcurdling howl or roar, announcing that the hunt has begun. As an action, you can force each creature of your choice within 30 ft to make a Wisdom saving throw against your Edge save DC. A target takes 3d8 psychic damage on a failed save or half as much damage on a successful one. In addition, creatures that fail the save are frightened by you until the end of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest, or spend an Edge Die to recharge it.
While adjacent to a prone creature, your allies add your Edge Die to damage rolls against that creature.
You instinctively sense the perfect opening to stalk around your prey and inflict a finishing blow. As a bonus action, choose one creature you can see within 30 ft. For 1 minute, you gain the following benefits when attacking that creature.
If the target dies, you regain hit points equal to your ranger level + your Edge Die.
You gain a bonus to damage rolls against the target. The bonus equals your Edge Die.
Whenever you hit the target with an attack roll, you gain advantage on your next attack roll against the creature before the end of your next turn.
Once you use this feature, you cannot do so again until you finish a short rest.
If an Edge has prerequisites, you must meet them to learn it. You can learn the Edge at the same time you meet its prerequisites. The Edges are presented in alphabetical order.
Prerequisite: Woodworking - Bowyer
A seasoned bowyer knows that running out of arrows is often deadlier than any beast. You maintain a reserve of finely crafted ammunition, prepared for the moment it is needed most.
As an item action, you can bring out this reserve. For the next 10 minutes, you don’t need to track ammunition expended from attacks made with a bow. These arrows are hastily recovered materials, hidden caches, or pre-prepared shafts brought forth by your expertise, and they are destroyed after use and can’t be recovered.
Once you use this Edge, you can’t do so again until you spend at least 1 hour replenishing your reserve of arrows. This replenishment can be done during a long rest.
Beginning at 5th level, arrows supplied by this Edge count as magical. At 9th level, they gain a +1 bonus to attack and damage rolls. This bonus becomes +2 at 13th level and +3 at 17th level.
Prerequisite: Survival skill
The wild is unforgiving, and only those who learn to endure its hardships survive. By steadying your breath, hardening your resolve, and drawing upon techniques learned from nature’s most resilient creatures, you can push your body beyond its normal limits.
As an action, you can bolster yourself with a surge of endurance. Choose one of the following benefits:
You can use a benefit granted by this Edge, you can’t use that benefit again until you finish a long rest. Using an Edge Die to reset this Edge, resets all benefits.
At 5th level, when you use this Edge, you may activate two different benefits simultaneously. In addition, activating this Edge requires only a bonus action.
At 9th level, whenever you regain hit points using Second Wind, you also end one of the following conditions affecting you: blinded, deafened, poisoned, or stunned.
At 13th level, whenever you make a Constitution saving throw, you may roll your Edge Die and add the result to the save.
At 17th level, your endurance borders on the supernatural. The first time each day that you would be reduced to 0 hit points, you may expend an Edge Die to drop to 1 hit point instead.
Prerequisite: Nature - Primal Magic skill
The oldest rangers speak of quiet places in the wild where predators pass by without noticing, where campfires give off little scent, and where even loud voices seem swallowed by the night. By performing a simple rite using salt, herbs, and natural tokens, you can call upon this ancient blessing of concealment.
By spending 10 minutes preparing a campsite, you may create a Circle of Privacy. The circle must be traced on the ground around a campsite or similar area using salt, ash, crushed herbs, or other natural materials. The circle can protect an area with a radius of up to 20 ft and remains for 8 hours.
While within the circle, sounds are dampened, scents are dispersed, and light is subtly muted by primal magic. Wisdom (Perception) checks made to detect creatures, food, light sources, or activity within the circle are made with disadvantage. This effect applies only to creatures and observations originating outside the circle.
The circle ends early if a creature deliberately breaks the boundary in a significant way, such as by digging through it, scattering it, or intentionally disrupting its markings.
You may maintain only one Circle of Privacy at a time.
At 5th level, creatures within the circle have advantage on Stealth checks and can’t be tracked by nonmagical means.
At 9th level, the circle conceals its occupants from magical observation. Creatures, objects, and activities within the circle can’t be perceived through magical scrying sensors, and divination effects that would reveal their location automatically fail.
At 13th level, long rests completed within the circle are exceptionally restorative. Creatures that finish a long rest within the circle gain temporary hit points equal to your Wisdom modifier + your proficiency bonus and have advantage on saving throws against fear until their next long rest.
At 17th level, the circle becomes a true sanctuary of the wild. Hostile creatures must succeed on a Wisdom saving throw against your Edge save DC to willingly enter the circle. On a failure, the creature feels an overwhelming sense that something is wrong and won’t willingly cross the boundary for 1 hour.
Prerequisite: Survival skill
The dark places of the world hold little fear for you. Through long journeys beneath mountains, within caverns, and among ancient tunnels, you have learned to navigate treacherous terrain where others would stumble blindly.
As an action, you adapt your senses and movements to underground surroundings for up to 1 hour, requiring concentration as though concentrating on a spell.
While underground, you have advantage on checks made to climb, balance, squeeze through passages, or otherwise traverse natural, unworked stone. In addition, you have advantage on checks made to detect unstable surfaces, hidden fissures, cave-ins, and other natural subterranean hazards.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, you gain darkvision out to a range of 60 ft while this Edge is active. If you already possess darkvision, its range increases by 60 ft.
At 9th level, you gain advantage on Survival checks made underground, and you can always determine the direction of the nearest surface and the depth below it, provided a path to the surface exists.
At 13th level, difficult terrain created by natural stone, rubble, or uneven ground doesn’t cost you extra movement, and you gain a climbing speed equal to your walking speed while underground.
At 17th level, you gain blindsight to a range of 10 ft while underground.
Prerequisite: Nature skill
Death leaves marks upon both the body and the wild. Blood stains the earth, roots remember where they have fed, and the final moments of a creature’s life linger like faint echoes for those who know how to listen.
By spending 1 minute examining a corpse, you can learn the creature’s apparent cause of death, the approximate time of death, and whether magic, poison, disease, or an unnatural creature contributed to its demise.
At 5th level, you learn to commune with the lingering echoes of the dead. By touching a corpse that has been dead for no more than 24 hours and entering a trance, you relive up to the last 10 minutes of the creature’s life from its own perspective. While experiencing these memories, you are incapacitated. The vision ends at the moment of the creature’s death, at which point you awaken. Once this vision has been viewed, it can’t be viewed again from the same corpse.
At 9th level, you can determine the identities or descriptions of creatures that harmed the corpse you are communing with, even if they weren’t directly seen, by interpreting impressions left upon the body and surrounding area.
At 13th level, you can use this Edge on a corpse that has been dead for up to 7 days.
Prerequisite: Nature - Primal Magic skill
Some rangers forge pacts with the untamed powers of nature. By calling upon the spirit of elemental fire, they kindle an inner flame that races along their arrows, turning each shot into a burning brand of destruction.
As a bonus action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, your weapon attacks deal additional fire damage equal to your Edge Die on a hit.
Once you use this Edge, you can’t use it again until you complete a long rest.
As your bond with elemental fire deepens, its power surrounds and protects you. At 5th level, while this Edge is active, you gain resistance to fire damage.
At 9th level, while this Edge is active, receiving fire damage does not break your concentration. In addition, any willing creature touching you gains the same resistance until the contact ends.
At 13th level, creatures that take fire damage from your attacks can’t benefit from being invisible until the start of your next turn.
At 17th level, Whenever you score a critical hit with this edge, flames erupt from the impact, dealing fire damage equal to your Edge Die to each creature of your choice within 10 ft of the target.
Prerequisite: Herbalism skill
The wise hunters of old carried bundles of bitter roots and sharp-smelling herbs, knowing that a clear mind often meant the difference between life and death. With a pinch of these remedies and a few well-chosen words, you can drive away confusion, restore focus, and steel the body against further hardship.
As an item action, you can administer a restorative remedy to yourself or a creature within 5 ft. The target may immediately spend one of its Hit Dice and can end one of the following conditions affecting it: dazed, stunned, unconscious, or incapacitated due to alcohol or other nonmagical intoxicants.
Once you use this Edge, you must complete a short rest before using it again.
At 5th level, your remedies can cure deeper afflictions. When you use this Edge, you can also end one of the following conditions: blinded, deafened, paralyzed, or poisoned, or cure one disease affecting the target.
At 9th level, your remedies bolster the body against toxins. In addition to its other effects, the target gains resistance to poison damage and advantage on saving throws against poison for 1 hour.
At 13th level, your words and remedies can rally multiple allies. When you use this Edge, you may affect up to three creatures within 30 ft.
At 17th level, a creature affected by this Edge can end one additional condition or effect of your choice from among those that this Edge can remove.
Prerequisite: Survival skill
A seasoned ranger learns to read the signs of fire long before its light can be seen. The scent of smoke upon the wind, the subtle shift of air currents, and instinct honed by countless nights in the wilderness allow you to pinpoint distant flames with uncanny accuracy.
By spending 1 minute focusing, you heighten your awareness of nearby fires for 1 hour.
While this Edge is active, you know the direction and approximate distance of every fire within 1 mile of you. You can also discern the relative size and intensity of each fire, allowing you to distinguish between a small flame, a campfire, a bonfire, or a spreading wildfire. This Edge doesn’t reveal the source of the fire or what it is consuming.
Natural barriers do not impede this sense, though fires completely enclosed by stone, metal, or other substantial structures may be impossible to detect at the GM’s discretion.
At 5th level, when you perceive a fire with this Edge, you can determine whether it is natural, accidental, deliberately created, or magical in origin.
At 9th level, you instinctively know the direction of the nearest safe route away from a fire, lava flow or similar spreading hazard.
At 13th level, the range of this Edge increases to 5 miles. You can also focus on a particular fire you have detected and gain a rough impression of how long it has been burning, as well as whether creatures are gathered around it.
At 17th level, your bond with flame becomes profound. While this Edge is active, you are immune to the blinded condition caused by smoke, ash, glare, or firelight, and you gain blindsight out to 30 ft through smoke, fog, and other airborne obscurants created by fire.
Prerequisite: Stealth skill
The oldest hunters know how to pass through the wilderness without disturbing it. Their ft leave few tracks, their movements blend with the rhythm of the land, and even the birds seem reluctant to announce their passing.
As an action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell.
While this Edge is active, you gain a +2 bonus to Stealth checks and checks made to avoid leaving tracks or signs of your passage.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, a veil of primal concealment surrounds you and your companions. While the Edge is active, each creature of your choice within 30 ft of you gains a +10 bonus to Stealth checks, can’t be tracked except by magical means, and leaves behind no tracks or other traces of its passage.
At 9th level, the veil obscures those it protects from supernatural pursuit. Creatures affected by this Edge can’t be targeted by divination magic or perceived through magical scrying sensors.
At 13th level, creatures affected by this Edge also have advantage on Stealth checks.
At 17th level, the duration increases to 8 hours and the Edge no longer requires concentration.
Prerequisite: Survival - Tracking skill
Every hunter learns to pick a quarry from the herd, but master rangers can bind themselves to their prey through an ancient primal rite. Whether through instinct, determination, or the subtle guidance of nature’s spirits, you become unerringly aware of your chosen quarry and strike it with deadly precision.
As a bonus action, you mark one creature you can see as your quarry for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, your weapon attacks deal additional damage equal to your Edge Die to the marked creature. In addition, you have advantage on checks made to locate, track or identify signs left by your quarry.
If the marked creature drops to 0 hit points before the effect ends, you can use a bonus action on a later turn to transfer the mark to another creature you can see.
Once you use this Edge, you can’t use it again until you complete a long rest.
Your bond with your quarry grows ever stronger. At 5th level, the duration increases to 8 hours.
At 13th level, the duration increases to 24 hours and you always know the direction of your marked quarry while it remains within 1 mile of you.
Prerequisite: Physique skill
A predator’s greatest weapon is not its claws or fangs, but its endurance. Experienced rangers learn how to pace their breathing, conserve their strength, and move with relentless determination, pursuing their quarry across rivers, mountains, and untamed wilderness without tiring. Through primal focus and sheer perseverance, you can push your body beyond the limits of ordinary travelers.
As a bonus action, you let out a hunting cry and enter a heightened state of focus for up to 1 hour, requiring concentration as though concentrating on a spell.
While this Edge is active, you have advantage on checks made to jump, climb, swim, or otherwise traverse difficult terrain. You also have advantage on saving throws against exhaustion and on ability checks made to resist or overcome the effects of difficult terrain.
In addition, your travel pace is treated as one category higher when determining overland movement, and nonmagical difficult terrain doesn’t cost you additional movement while traveling outside of combat.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, your walking speed increases by 10 ft while this Edge is active, and standing from prone costs only 5 ft of movement.
At 9th level, you gain a climbing speed and swimming speed equal to your walking speed while this Edge is active, and you no longer have to concentrate.
At 13th level, while the Edge is active, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. In addition, you can spend 5 ft of movement to automatically escape from nonmagical restraints, grapples or similar impediments.
Prerequisite: Survival skill
The wilderness offers little mercy to those who let their guard down. Through years of enduring lonely nights, listening to the language of rustling leaves and distant howls, you have learned to rest with one part of your mind always awake. Even in darkness, your senses remain keen, ever watchful for danger.
When you begin a long rest, you can enter a watchful state that lasts for up to 6 hours. During this time, you remain fully aware of your surroundings and can stand watch without falling asleep. While in this state, you gain advantage on checks made to detect creatures, hazards or other disturbances.
In addition, time spent maintaining this vigil counts as light activity for the purpose of a long rest and doesn’t prevent you from gaining the benefits of that rest.
Once you use this Edge, you can’t do so again until you complete a long rest.
At 5th level, you can’t be surprised while maintaining a Hunter’s Vigil, and you add your proficiency bonus to initiative rolls made while the vigil is active.
At 9th level, your senses remain sharp even in darkness. While maintaining a Hunter’s Vigil, you gain darkvision out to 60 ft. If you already possess darkvision, its range increases by 60 ft.
At 13th level, creatures under your protection sleep more soundly. Allies who complete a long rest within 30 ft of you while you maintain a Hunter’s Vigil recover one additional expended Hit Die.
At 17th level, your awareness borders on the supernatural. While maintaining a Hunter’s Vigil, invisible creatures gain no benefit from invisibility against your Perception checks, and you always know the direction of any hostile creature within 60 ft of you that isn’t behind total cover.
Prerequisite: Nature skill
The dead should rest, and the wise ranger knows that when they do not, something has gone terribly wrong.
As an action, you can perform a brief rite over a corpse or burial site. For the next 24 hours, you know if an undead creature comes within 30 ft of the warded remains. In addition, you have advantage on checks made to identify, track, or detect undead creatures and signs of their presence.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, you learn the Rite of Returning. You can instead touch a corpse and entrust it to the wild. Soft fungal growths spread across the body, roots emerge from the earth, and nature reclaims the remains in a matter of seconds. Once returned in this way, the corpse can no longer be animated or transformed into an undead creature by any means short of a wish spell or divine intervention. This rite has no effect on undead creatures or living creatures.
At 9th level, you can determine whether a corpse was killed by undead, a curse, or another supernatural influence by examining it for 1 minute. You also learn how long ago the creature died and whether it rose as undead after death.
At 13th level, undead have disadvantage on ability checks made to track you by scent, sound, or supernatural means.
At 17th level, when you perform the Rite of Returning, all corpses of your choice within 30 ft are affected. In addition, undead must succeed on a Wisdom saving throw against your Edge save DC to willingly approach within 10 ft of a corpse you have warded or returned.
Prerequisite: Handle Animal skill
Your time in the wild has awakened an ancient kinship between you and the beasts of the land. Through instinct, emotion, and the primal essence that binds all living things, you can form a temporary bond with a trusted animal.
As an action, you can touch a Beast that is friendly toward you and forge a primal bond that lasts for up to 1 hour, requiring concentration. While the bond lasts, and the Beast remains within 1 mile of you, you and the Beast can exchange simple thoughts, intentions, and emotions. This communication isn’t language and can’t convey detailed information, but it is sufficient to coordinate actions and convey simple concepts.
While the bond persists, the Beast gains advantage on attack rolls against creatures within 5 ft of you that you can see.
Once you use this Edge, you can’t use it again until you finish a long rest.
As your bond with the Beast deepens, your senses begin to intertwine. At 5th level, while bonded, you can use your action to perceive through the Beast’s senses. Until you use another action to end the effect, you see through the Beast’s eyes and hear through its ears. While perceiving through the Beast’s senses, you gain the benefits of any special senses possessed by the Beast, but you are blinded and deafened with regard to your own surroundings.
At 9th level, the bond functions while the Beast remains within 5 miles of you.
At 13th level, when you perceive through the Beast’s senses, you remain aware of your own surroundings. You no longer become blinded or deafened while doing so.
At 17th level, the bond remains active as long as the Beast remains on the same plane of existence.
Prerequisite: Nature - Primal Magic skill
The wild remembers every seed, root, and thorn. By whispering an ancient invocation and scattering a handful of rose petals, you call upon primal forces to ensnare those who would escape your hunt.
As a bonus action, you invoke this Edge, which lasts for up to 1 minute and requires concentration as though concentrating on a spell. The next time before the effect ends that you fire an arrow from a bow, thorny vines erupt from the point where the arrow lands and lash out at the nearest creature within 5 ft of the point of impact. If there are multiple targets at equal distance, determine randomly.
The target must succeed on a Strength saving throw or become restrained until the effect ends. A Large or larger creature has advantage on this saving throw. While restrained, the creature takes 1d6 piercing damage at the start of each of its turns.
The vines instinctively seek living or undead creatures. A creature doesn’t benefit from being invisible when making the initial saving throw against this Edge, nor does invisibility allow a creature restrained by the vines to escape their grasp.
A restrained creature, or another creature within reach of it, can use an action to make a Strength check against your Edge save DC. On a success, the vines are torn apart and the effect ends.
Once you use this Edge, you can’t use it again until you complete a short or long rest.
As your bond with the wild deepens, the vines answer your call with greater vigor. At 5th level, the vines grow thicker and more vicious, increasing the piercing damage to 2d6.
At 9th level, the vines spread farther from the point of impact, seeking up to two creatures within 10 ft of the point of impact. Each creature must make its own Strength saving throw or become restrained by the vines. The piercing damage increases to 3d6.
At 13th level, the damage increases to 4d6 and the vines can spread to up to three creatures within 10 ft.
At 17th level, the damage increases to 5d6 and the vines can spread to up to four creatures within 10 ft.
Prerequisite: Herbalism skill
The wild is filled with hidden cures for those who know where to look. Rangers learn to recognize healing herbs beneath tangled roots, soothing moss upon ancient stones, and restorative plants overlooked by less experienced travelers. Through knowledge passed down by seasoned hunters and countless seasons spent among the untamed lands, you can craft remedies that ease pain, knit flesh, and restore vigor.
As an action, you can apply a remedy to yourself or a creature you can touch. The target regains hit points by rolling a number of Edge Dice equal to your proficiency bonus
You can use this Edge a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Prerequisite: Swimming skill
Otters are among the most agile swimmers in the wild, gliding effortlessly through swift currents and icy waters alike. By invoking a simple primal rite, you call upon their fluid grace and tireless breath.
As an action, you invoke this Edge upon yourself for up to 1 hour, requiring concentration as though concentrating on a spell.
While this Edge is active, you have advantage on checks made to swim, and the amount of time you can hold your breath is doubled.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, you gain a swimming speed equal to your walking speed while this Edge is active.
At 9th level, you can breathe underwater while the Edge is active.
At 13th level, attacks made against you while you are underwater are made with disadvantage unless the attacker also has a swimming speed.
At 17th level, your swimming speed increases by 10 ft, and you have resistance to cold damage while submerged in water.
Prerequisite: Physique - Tolerance
The mountains endure storms, the forest survives fire, and the oldest trees weather the passage of centuries. By drawing upon the patient strength of the earth, you can harden your body against harm.
As a bonus action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, you gain temporary hit points equal to twice your ranger level and have advantage on saving throws against being moved against your will, knocked prone, or grappled.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, you gain a +1 bonus to AC while this Edge is active.
At 9th level, your skin hardens like bark and stone. You gain resistance to damage from nonmagical difficult terrain, environmental hazards, and natural hazards determined by the GM.
At 13th level, your flesh becomes as enduring as bedrock. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage while this Edge is active.
At 17th level, when you are reduced to 0 hit points while this Edge is active, you can instead drop to 1 hit point. Once this effect occurs, the Edge immediately ends.
Prerequisite: Acrobatics skill
The storm never stands still. It circles, strikes, and fades before its prey can react. Rangers who master this Edge learn to move with the fury of the wind, turning speed and momentum into deadly force.
As a bonus action, you invoke this Edge for up to 1 minute, requiring concentration as though concentrating on a spell. While this Edge is active, your movement doesn’t provoke opportunity attacks. In addition, once on each of your turns, when you move at least 10 ft before making a melee weapon attack, that attack deals an additional damage equal to your Edge Die.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, your speed increases by 10 ft while this Edge is active.
At 9th level, while the Edge is active, whenever you hit a creature after moving at least 10 ft, you may push that creature up to 10 ft away from you.
At 13th level, while the Edge is active, whenever you move at least 20 ft before hitting a creature with a melee weapon attack, the target must succeed on a Strength saving throw against your Edge save DC or be knocked prone. Additionally you can use this edge three times between long rests.
At 17th level, you can become the eye of the storm. As an action while this Edge is active, choose up to five creatures you can see within 30 ft. You move like a gust of wind between them, making one melee weapon attack against each target. On a hit, the attack deals an additional 4d8 thunder damage. After making the final attack, you may move to an unoccupied space within 5 ft of any target you attacked and the spell ends.
Prerequisite: Perception skill
Years spent hunting beneath glaring skies and tracking prey across shimmering wastes have taught you how to protect your sight, as well as to recognize the telltale signs of heat shimmer, false shadows, and visual trickery.
During a short or long rest, you can prepare a shaded hood, soot markings, or similar visual aids. The preparation lasts until your next long rest.
While benefiting from this Edge, you are immune to being blinded by bright sunlight and have advantage on saving throws against effects that would blind using light, flame or intense color. In addition, you gain advantage on saves and checks made to see through visual deceptions such as mirages and illusions.
At 5th level, light obscurement caused by sunlight, smoke, haze, drifting ash, glare, or similar visual conditions doesn’t impose disadvantage on your Perception checks.
At 9th level, your instincts often detect deception before your mind understands it. When you first perceive an illusion, you may immediately make any saving throw associated with seeing through it, even if you have no reason to believe the illusion is not real.
At 13th level, your eye for deception becomes nearly instinctive. Whenever you succeed to disbelieve an illusion, you can point out its flaws to your allies. Until the start of your next turn, allied creatures within 30 ft have advantage on checks and saving throws made to see through the same illusion.
At 17th level, your sight pierces nearly all deception. Invisible creatures gain no benefit from invisibility against you.
Prerequisite: Nature - Primal Magic skill
The storm does not burn like fire nor linger like ice. It strikes in an instant, carrying the fury of thunderclouds and the brilliance of the summer sky. By calling upon primal storm spirits, you can turn your arrows into crackling lightning.
As a bonus action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell.
While this Edge is active, arrows fired from your bow transform into bolts of lightning. These attacks deal lightning damage instead of their normal damage type.
At any point while this Edge is active, you can choose to end it when you hit a creature with a bow attack. When you do so, the stored power of the storm is unleashed through the arrow. The attack deals an additional 2d6 lightning damage, and each creature within 5 ft of the target must succeed on a Dexterity saving throw against your Edge save DC or take the same amount of lightning damage.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, the additional lightning damage increases to 3d6, and you can use this edge an additional time between each long rest. Using an Edge Die to recharge this Edge, recharges both uses.
At 9th level, you gain resistance to lightning damage while this Edge is active. In addition, any willing creature touching you gains the same resistance until the contact ends.
At 13th level, the additional lightning damage increases to 4d6, and creatures that fail the saving throw can’t take reactions until the start of their next turn.
At 17th level, the additional lightning damage increases to 5d6, and the lightning arcs to a second creature of your choice within 10 ft of the original target, dealing the same additional lightning damage.
Prerequisite: Survival - Tracking skill
The wild is filled with signs for those who know how to read them. Broken twigs, disturbed earth, scattered seeds, and distant calls reveal the presence of creatures and plants long before they are found.
As an action, you can focus on a specific type of Beast or plant that you have seen before. For the next hour, you have advantage on checks made to track, locate, or identify signs left by that creature or plant.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, you can listen to the voice of nature itself. When using this Edge, you may name or describe a specific kind of Beast or plant. You learn the direction and approximate distance to the nearest such creature or plant within 5 miles, if one exists within range.
At 9th level, you also learn the number of such creatures or plants within 1 mile of the nearest one.
At 13th level, you can focus on a specific creature familiar to you. For up to 1 hour, requiring concentration as though concentrating on a spell, you sense the direction of that creature while it remains within 1,000 ft of you. If the creature is moving, you also know the direction of its movement. Once you use this feature, you can’t use it again until you complete a long rest.
At 17th level, your 5th-level feature can locate all separate groups or specimens instead of only the nearest.
Prerequisite: Dexterity 13+, proficiency with bows
Some hunters learn that a well-placed arrow is deadlier than a dozen wild swings. The greatest among them learn to loose multiple arrows in a single fluid motion, catching their prey off guard and striking before it can react.
When you take the attack action and are wielding a bow, you can use this Edge to nock and loose two arrows simultaneously. Choose two creatures within your weapon’s range that are no more than 10 ft apart. Make a separate attack roll against each target with advantage.
If either attack misses, the other attack is unaffected. These attacks otherwise function as normal ranged weapon attacks.
Once you use this Edge, you can’t use it again until you complete a short or long rest.
As your mastery of the bow grows, your arrows fly with astounding speed and precision. At 5th level, when you use this Edge, the attacks deal an additional 1d6 damage on a hit.
At 9th level, your arrows can briefly carry the fury of the hunt itself. Instead of making the normal attacks granted by this Edge, you may fire a single arrow into the air. The arrow fractures into a storm of spectral missiles that rain down in a 30-foot-radius. 20-foot-high cylinder centered no further than half your weapon range. Each creature in the area must succeed on a Dexterity saving throw against your Edge save DC or take 3d8 damage of the same type as your ammunition, or half as much damage on a successful save.
At 13th level, when using the normal version of this Edge, you can loose three arrows instead of two. Choose up to three creatures within your weapon’s range, each of which must be within 10 ft of at least one other chosen target. Make a separate attack roll with advantage against each target.
At 17th level, your spectral barrage deals 5d8 damage instead of 3d8, and your normal Twin Shot attacks deal an additional 2d6 damage on a hit.
Prerequisite: Perception skill
Years spent wandering the wilds have sharpened your instincts beyond ordinary senses. You can feel disturbances in the natural order, whether caused by magic, curses, or other unnatural influences. Animals grow restless, the air feels wrong, and your instincts warn you that something does not belong.
As an action, you open your senses to the subtle signs of the unnatural for up to 10 minutes, requiring concentration as though concentrating on a spell. Until the effect ends, you can sense disturbances in the natural order within 30 ft of you. When you detect such a disturbance, you can use your action to focus on it. You learn whether any visible creature, object, or area within range bears the mark of magic, or another supernatural influence. This Edge reveals only the presence of the effect, not its nature or origin.
Beginning at 5th level, while Unnatural Awareness is active and you focus on an unnatural influence, you can track its lingering traces. If the creature, object, or effect was present within the last hour, you perceive faint signs visible only to your heightened senses, allowing you to follow its trail at your normal travel speed. If you move at a faster pace, the trail is lost. Teleportation and similar effects leave no trail to follow.
Beginning at 9th level, while Unnatural Awareness is active, you can determine whether a creature or object is affected by a curse. With a successful Intelligence (Arcana) check, you can discern the curse’s nature and effects. This ability doesn’t function on artifacts.
At 13th level, your instincts grow sensitive enough to distinguish one disturbance from another. While Unnatural Awareness is active and you focus on a supernatural influence, you learn whether it is primarily magical, divine, fey, fiendish, undead, or cursed in nature.
At 17th level, the world can no longer easily hide its secrets from you. While Unnatural Awareness is active, invisible creatures, magically disguised creatures, and creatures transformed by magic register as unnatural influences, even if their true nature remains concealed.
Prerequisite: Handle Animal skill
Experienced rangers learn to move through the wilderness without disturbing its natural rhythms. By masking their scent, softening their presence, and invoking ancient rites known to hunters and wardens, they can pass unnoticed among even the keenest beasts.
As an action, you may touch up to five willing creatures and shroud them in a primal veil for up to 1 hour, requiring concentration as though concentrating on a spell.
While under this veil, non-magical animals are unable to sense the warded creatures through sight, sound, scent, or other natural means. Such creatures behave as though the warded creatures are not present unless presented with obvious evidence of their existence.
The effect ends immediately for all affected creatures if any warded creature attacks a creature, casts a spell, touches an animal, or otherwise takes a hostile action.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, affected creatures leave no scent trail detectable by Beasts or Monstrosities with an Intelligence score of 3 or lower.
At 9th level, the veil extends beyond the senses of ordinary animals. Beasts and Monstrosities with an Intelligence score of 3 or lower are affected by this Edge.
At 13th level, affected creatures gain resistance to damage caused by natural hazards, including thorns, stinging insects, poisonous plants, and similar environmental dangers determined by the GM. The wilderness itself seems to ignore those hidden beneath the veil.
At 17th level, affected creatures are regarded as part of the natural order itself. Beasts and Monstrosities with an Intelligence score of 3 or lower must succeed on a Wisdom saving throw against your Edge save DC to willingly attack an affected creature, unless that creature has harmed them or their allies.
Prerequisite: Handle Animal skill
The creatures of the wilderness speak in chirps, growls, scents, postures, and instincts. Through ancient woodland rites and long familiarity with the ways of beasts, you can bridge the gap between their understanding and your own.
As an action, you invoke this Edge for 10 minutes. During that time, you can comprehend and verbally communicate with Beasts.
A Beast’s knowledge is limited by its intelligence and experiences, but it can provide information about nearby locations, creatures, weather, food sources, and other events it has perceived within the last day. Communication is shaped by the Beast’s nature, and its answers may be simple, instinctive, or focused on matters important to it.
You can attempt to persuade a Beast to perform a simple favor that doesn’t place it in obvious danger. Whether the Beast agrees, and the extent of the favor it provides, is determined by the GM.
Once you use this Edge, you can’t use it again until you complete a long rest.
As your connection to the natural world deepens, beasts grow ever more willing to trust you. At 5th level, the duration increases to 1 hour.
At 9th level, you have advantage on Charisma checks made to influence Beasts while this Edge is active.
At 13th level, you can additionally communicate simple concepts with Monstrosities that have an Intelligence score of 3 or lower.
At 17th level, Beasts begin interactions with you as though their attitude were one step friendlier than normal.
Prerequisite: Handle Animal skill
You have learned to read the moods, postures, and instincts of wild animals, allowing you to calm them with food, patience, and practiced movements.
As an action, you can attempt to befriend a Beast that can see and hear you within 30 ft. You must offer food or otherwise demonstrate peaceful intent. The Beast must have an Intelligence of 3 or lower and must not be actively fighting you or your companions.
The Beast must succeed on a Wisdom saving throw against your Handle Animal (CHA) check or become friendly toward you for 24 hours. While friendly, the Beast won’t attack you or your companions unless provoked, and it will tolerate your presence. The Beast isn’t under your control, and it won’t knowingly place itself in danger.
The effect ends early if you or one of your companions harm the Beast. Once a Beast succeeds on its saving throw against this Edge, it is immune to its effects for 24 hours.
In addition, you can entrust a friendly Beast with a simple message of up to twenty-five words. The Beast will attempt to deliver the message to a creature, location, or landmark familiar to it. The Beast won’t willingly enter obvious danger and abandons the task if unable to locate its destination within 24 hours.
At 5th level, you can target two Beasts when you use this Edge.
At 9th level, your understanding of beasts deepens. While a Beast is friendly toward you through this Edge, you can accurately interpret its recent experiences and observations. By spending 1 minute observing the Beast, you may learn information about locations, creatures, or events it has witnessed within the last 24 hours, as determined by the GM.
At 11th level, you can target three Beasts.
At 17th level, you can target four Beasts. Each Beast must be within 30 ft of you and able to see and hear you.
Prerequisite: Perception skill
The wilderness speaks through subtle movements: a bent blade of grass, a shifting branch, a ripple of moisture in the air. By opening your senses to the rhythms of nature, you can perceive what others overlook.
As an action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell.
While this Edge is active, nonmagical foliage doesn’t obscure your vision. You can see through undergrowth, dense vegetation, and similar natural plant life as though it weren’t there.
In addition, mist, fog, rain, snow, and other water-based forms of concealment don’t obscure your vision. Effects that rely on such concealment don’t grant benefits against your attacks or Perception checks, though any non-visual effects still apply. For example, a fog might still dampen sound, and a storm might still create difficult terrain.
Once you use this Edge, you can’t use it again until you complete a long rest.
At 5th level, half cover granted solely by foliage, mist, rain, snow, or similar natural concealment doesn’t apply against your ranged weapon attacks.
At 9th level, you can see through magical fog, mist, and plant growth created by spells of a level no higher than half your ranger level (rounded down).
At 13th level, difficult visibility caused by rain, snow, fog, vegetation, or natural darkness no longer imposes disadvantage on your Perception checks.
At 17th level, you gain advantage on attack rolls against creatures that rely on foliage, mist, or similar concealment to hide from you.
Prerequisite: Physique skill
The wind carries no burden, ignores all obstacles, and strikes without warning. By calling upon primal forces and matching your movements to the rhythm of the wild, you can move with unnatural swiftness for a brief time.
As a bonus action, you enter a heightened state of speed for up to 1 minute, requiring concentration as though concentrating on a spell.
While this Edge is active, your movement doesn’t provoke opportunity attacks. In addition, you can take the Dash action as a bonus action on each of your turns.
Once before the effect ends, you can unleash all of this gathered speed in a single burst. When you do so, until the end of your turn, your speed doubles, your jump distance doubles, and your AC increases by 2. You also gain advantage on one melee weapon attack roll made during this turn. If the attack hits, it deals an extra 1d8 damage.
At the end of the turn in which you unleash this burst, the Edge ends and the strain catches up to you. Until the end of your next turn, your speed is halved.
Once you use this Edge, you can’t use it again until you complete a long rest.
As your mastery of the wind grows, your bursts become ever more powerful. At 5th level, the bonus damage increases to 2d8.
At 9th level, the burst grants one additional weapon attack as part of the same Attack action.
At 13th level, the bonus damage increases to 3d8 and your speed isn’t halved after the effect ends.
At 17th level, the bonus damage increases to 4d8 and activating the burst no longer ends this Edge.
Prerequisite: Wisdom 13+
Some rangers walk beneath winter skies and emerge forever changed. By calling upon the silent power of frost, you can shroud yourself in the chill of the frozen wilds, causing your arrows to strike with biting cold.
As a bonus action, you invoke this Edge for up to 1 hour, requiring concentration as though concentrating on a spell. While this Edge is active, your weapon attacks deal additional cold damage equal to your Edge Die on a hit.
Once you use this Edge, you can’t use it again until you complete a long rest.
As your bond with the spirits of winter deepens, their power strengthens your attacks and hardens your body against the cold. At 5th level, you gain resistance to cold damage while this Edge is active.
At 9th level, while this Edge is active, receiving cold damage does not break your concentration. In addition, any willing creature touching you gains the same resistance until the contact ends.
At 13th level, a creature damaged by the cold must succeed on a Constitution saving throw against your Edge save DC or be unable to take reactions until the start of its next turn
At 17th level, creatures that fail their saving throw against Winter’s Bite have their speed reduced to 0 until the start of their next turn.