Ranger Bueno

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 (a) scale mail or (b) leather armor  When you forage, you find twice as much food

 (a) two shortswords or (b) two simple melee as you normally would.
 weapons  While tracking other creatures, you also learn
 (a) a dungeoneer’s pack or (b) an explorer’s their exact number, their sizes, and how long
pack ago they passed through the area.
 A longbow and a quiver of 20 arrows
You choose two additional favored terrain
types at 6th level, and two more at 10th level.
FAVORED ENEMY
Beginning at 1st level, you have significant FIGHTING STYLE
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly At 2nd level, you adopt a particular style of
encountered in the wilds. fighting as your specialty. Choose one of the
Choose a type of favored enemy: beasts, fey, following options. You can’t take a Fighting Style
monstrosities, or undead. Alternatively, you can option more than once, even if you later get to
select two races of humanoid (such as gnolls and choose again.
orcs) as favored enemies.
You gain a +2 bonus to damage rolls with ARCHERY
weapon attacks against creatures of the chosen You gain a +2 bonus to attack rolls you make
type. Additionally, you have advantage on with ranged weapons.
Wisdom (Survival) checks to track your favored
enemies, as well as on Intelligence checks to recall DEFENSE
information about them. While you are wearing armor, you gain a +1
When you gain this feature, you also learn one bonus to AC.
language of your choice that is spoken by your
favored enemy or creatures associated with it.
DUELING
When you are wielding a melee weapon in one
NATURAL EXPLORER hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
You are a master of navigating the natural world,
and you react with swift and decisive action when TWO-WEAPON FIGHTING
attacked. This grants you the following benefits: When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
 You ignore difficult terrain. the second attack.
 You have advantage on initiative rolls.
 On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.

In addition, you are skilled at navigating the


wilderness. Choose two types of favored terrain:
arctic, coast, desert, forest, grassland, mountain,
swamp, or the Underdark. While traveling for one
hour or more in your favored terrains, you gain the
following benefits:

 Difficult terrain doesn’t slow your group’s


travel.
 Your group can’t become lost except by
magical means.
 Even when you are engaged in another activity
while traveling (such as foraging, navigating,
or tracking), you remain alert to danger.
 If you are traveling alone, you can move
stealthily at a normal pace.
SPELLCASTING SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your
By the time you reach 2nd level, you have ranger spells, since your magic draws on your
learned to use the magical essence of nature to attunement to nature. You use your Wisdom
cast spells, much as a druid does. See chapter 10 whenever a spell refers to your spellcasting
for the general rules of spellcasting and chapter ability. In addition, you use your Wisdom
11 for the ranger spell list. modifier when setting the saving throw DC for a
ranger spell you cast and when making an attack
SPELL SLOTS roll with one.
The Ranger table shows how many spell slots
you have to cast your spells of 1st level and Spell save DC = 8 + your proficiency bonus +
higher. To cast one of these spells, you must your Wisdom modifier
expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a Spell attack modifier = your proficiency bonus
long rest. + your Wisdom modifier
For example, if you know the 1st-level spell
animal friendship and have a 1st-level and a 2nd-
level spell slot available, you can cast animal PRIMEVAL AWARENESS
friendship using either slot.
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
SPELLS KNOWN OF 1ST LEVEL AND beasts and to the land around you.
HIGHER You have an innate ability to communicate with
You know two 1st-level spells of your choice beasts, and they recognize you as a kindred spirit.
from the ranger spell list. Through sounds and gestures, you can
The Spells Known column of the Ranger table communicate simple ideas to a beast as an action,
shows when you learn more ranger spells of your and can read its basic mood and intent. You learn
choice. Each of these spells must be of a level for its emotional state, whether it is affected by magic
which you have spell slots. For instance, when you of any sort, its short-term needs (such as food or
reach 5th level in this class, you can learn one new safety), and actions you can take (if any) to
spell of 1st or 2nd level. persuade it to not attack.
Additionally, when you gain a level in this You cannot use this ability against a creature
class, you can choose one of the ranger spells you that you have attacked within the past 10 minutes.
know and replace it with another spell from the Additionally, you can attune your senses to
ranger spell list, which also must be of a level for determine if any of your favored enemies lurk
which you have spell slots. nearby. By spending one ranger spell slot, you can
sense whether any of your favored enemies are
present within 5 miles of you for 1 minute per
level of the spell you expend. This feature reveals
which of your favored 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.

RANGER CONCLAVE
At 3rd level, you choose to emulate the ideals
and training of a ranger conclave: the Beast
Conclave, the Hunter Conclave, the Stalker
Conclave, the Horizon Conclave, or the Primeval
Guardian Conclave all detailed at the end of the
class description. Your choice grants you features
at 3rd level and again at 5th, 7th, 11th, and 15th
level.
ABILITY SCORE IMPROVEMENT can’t be tracked by nonmagical means, unless
you choose to leave a trail.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two FERAL SENSES
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this At 18th level, you gain preternatural senses that
feature. help you fight creatures you can’t see. When you
attack a creature you can’t see, your inability to see
it doesn’t impose disadvantage on your attack rolls
GREATER FAVORED ENEMY against it.
You are also aware of the location of any
At 6th level, you are ready to hunt even deadlier invisible creature within 30 feet of you, provided
game. Choose a type of greater favored enemy: that the creature isn’t hidden from you and you
aberrations, celestials, constructs, dragons, aren’t blinded or deafened.
elementals, fiends, or giants. You gain all the
benefits against this chosen enemy that you
normally gain against your favored enemy, FOE SLAYER
including an additional language. Your bonus to
damage rolls against all your favored enemies At 20th level, you become an unparalleled
increases to +4. hunter. 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
LAND’S STRIDE choose to use this feature before or after the roll,
but before any effects of the roll are applied.
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn. You can also
pass through nonmagical plants without taking
damage from them if they have thorns, spines, or a RANGER CONCLAVES
similar hazard. Across the wilds, rangers come together to form
In addition, you have advantage on saving conclaves—loose associations whose members
throws against plants that are magically created or share a similar outlook on how best to protect
manipulated to impede movement, such those nature from those who would despoil it.
created by the entangle spell.

BEAST CONCLAVE
HIDE IN PLAIN SIGHT Many rangers are more at home in the wilds
Starting at 10th level, you can remain perfectly than in civilization, to the point where animals
still for long periods of time to set up ambushes. consider them kin. Rangers of the Beast Conclave
When you attempt to hide on your turn, you can develop a close bond with a beast, then further
opt to not move on that turn and press yourself strengthen that bond through the use of magic.
against a solid surface, such as a tree or wall, that
is at least as tall and wide as you are. If you avoid
moving, creatures that attempt to detect you take a ANIMAL COMPANION
−10 penalty to their Wisdom (Perception) checks At 3rd level, you learn to use your magic to
until the start of your next turn. You lose this create a powerful bond with a creature of the
benefit if you move or fall prone, either voluntarily natural world.
or because of some external effect. You are still With 8 hours of work and the expenditure of 50
automatically detected if any effect or action gp worth of rare herbs and fine food, you call forth
causes you to no longer be hidden. an animal from the wilderness to serve as your
If you are still hidden on your next turn, you faithful companion. You normally select you
can continue to remain motionless and gain this companion from among the following animals: an
benefit until you are detected. 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,
VANISH based on the surrounding terrain and on what types
of creatures would logically be present in the area.
Starting at 14th level, you can use the Hide At the end of the 8 hours, your animal
action as a bonus action on your turn. Also, you companion appears and gains all the benefits of
your Companion’s Bond ability. You can have Your animal companion gains proficiency in
only one animal companion at a time. two skills of your choice. It also becomes
If your animal companion is ever slain, the proficient with all saving throws.
magical bond you share allows you to return it to For each level you gain after 3rd, your animal
life. With 8 hours of work and the expenditure of companion gains an additional hit die and
25 gp worth of rare herbs and fine food, you call increases its hit points accordingly.
forth your companion’s spirit and use your magic Whenever you gain the Ability Score
to create a new body for it. You can return an Improvement class feature, your companion’s
animal companion to life in this manner even if abilities also improve. Your companion can
you do not possess any part of its body. increase one ability score of your choice by 2, or it
If you use this ability to return a former animal can increase two ability scores of your choice by 1.
companion to life while you have a current animal As normal, your companion can’t increase an
companion, your current companion leaves you ability score above 20 using this feature unless its
and is replaced by the restored companion. description specifies otherwise.
Your companion shares your alignment, and
has a personality trait and a flaw that you can roll
COMPANION’S BOND for or select from the tables below. Your
Your animal companion gains a variety of companion shares your ideal, and its bond is
benefits while it is linked to you. always, “The ranger who travels with me is a
The animal companion loses its Multiattack beloved companion for whom I would gladly give
action, if it has one. my life.”
The companion obeys your commands as best it Your animal companion gains the benefits of
can. It rolls for initiative like any other creature, your Favored Enemy feature, and of your Greater
but you determine its actions, decisions, attitudes, Favored Enemy feature when you gain that feature
and so on. If you are incapacitated or absent, your at 6th level. It uses the favored enemies you
companion acts on its own. selected for those features.
When using your Natural Explorer feature, you
and your animal companion can both move d Trait
stealthily at a normal pace. 6
Your animal companion has abilities and game 1 I’m dauntless in the face of adversity.
statistics determined in part by your level. Your 2 Threaten my friends, threaten me.
companion uses your proficiency bonus rather than 3 I stay on alert so others can rest.
its own. In addition to the areas where it normally 4 People see an animal and underestimate me. I
uses its proficiency bonus, an animal companion use that to my advantage.
also adds its proficiency bonus to its AC and to its 5 I have a knack for showing up in the nick of
damage rolls. time.
6 I put my friends’ needs before my own in all
things.

d Flaw
6
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.

COORDINATED ATTACK
Beginning at 5th level, 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.

BEAST’S DEFENSE
At 7th level, while your companion can see you, Multiattack Defense. When a creature hits you
it has advantage on all saving throws. with an attack, you gain a +4 bonus to AC against
all subsequent attacks made by that creature for the
rest of the turn.
STORM OF CLAWS AND FANGS Steel Will. You have advantage on saving
At 11th level, your companion can use its action throws against being frightened.
to make a melee attack against each creature of its
choice within 5 feet of it, with a separate
attack roll for each target. MULTIATTACK
At 11th level, you gain one of the following
features of your choice.
SUPERIOR BEAST’S DEFENSE Volley. You can use your action to make a
At 15th level, whenever an attacker that your ranged attack against any number of creatures
companion can see hits it with an attack, it can within 10 feet of a point you can see within your
use its reaction to halve the attack’s damage weapon’s range. You must have ammunition for
against it. each target, as normal, and you make a separate
attack roll for each target.
Whirlwind Attack. You can use your action to
HUNTER CONCLAVE make melee attacks against any number of
creatures within 5 feet of you, with a separate
Some rangers seek to master weapons to better attack roll for each target.
protect civilization from the terrors of the
wilderness. Members of the Hunter Conclave
learn specialized fighting techniques for use SUPERIOR HUNTER’S DEFENSE
against the most dire threats, from rampaging At 15th level, you gain one of the following
ogres and hordes of orcs to towering giants and features of your choice.
terrifying dragons. Evasion. When you are subjected to an effect,
such as a red dragon’s fiery breath or a lightning
bolt spell, that allows you to make a Dexterity
HUNTER’S PREY saving throw to take only half damage, you instead
At 3rd level, you gain one of the following take no damage if you succeed on a saving throw,
features of your choice. and only half damage if you fail.
Colossus Slayer. Your tenacity can wear down Stand Against the Tide. When a hostile
the most potent foes. When you hit a creature with creature misses you with a melee attack, you can
a weapon attack, the creature takes an extra 1d8 use your reaction to force that creature to repeat
damage if it’s below its hit point maximum. You the same attack against another creature (other
can deal this extra damage only once per turn. than itself) of your choice.
Giant Killer. When a Large or larger creature Uncanny Dodge. When an attacker that you
within 5 feet of you hits or misses you with an can see hits you with an attack, you can use your
attack, you can use your reaction to attack that reaction to halve the attack’s damage against you.
creature immediately after its attack, provided that
you can see the creature.
Horde Breaker. Once on each of your turns DEEP STALKER CONCLAVE
when you make a weapon attack, you can make
another attack with the same weapon against a Most folk descend into the depths of the
different creature that is within 5 feet of the Underdark only under the most pressing
original target and within range of your weapon. conditions, undertaking some desperate quest or
following the promise of vast riches. All too often,
evil festers beneath the earth unnoticed, and
EXTRA ATTACK rangers of the Deep Stalker Conclave strive to
Beginning at 5th level, you can attack twice, uncover and defeat such threats before they can
instead of once, whenever you take the Attack reach the surface.
action on your turn.
UNDERDARK SCOUT
DEFENSIVE TACTICS At 3rd level, you master the art of the ambush.
At 7th level, you gain one of the following On your first turn during combat, you gain a +10
features of your choice. bonus to your speed, and if you use the Attack
Escape the Horde. Opportunity attacks against action, you can make one additional attack.
you are made with disadvantage. You are also adept at evading creatures that
rely on darkvision. Such creatures gain no benefit
when attempting to detect you in dark and dim EXTRA ATTACK
conditions. Additionally, when the DM determines Beginning at 5th level, you can attack twice,
if you can hide from a creature, that creature gains instead of once, whenever you take the Attack
no benefit from its darkvision. action on your turn.
IRON MIND
DEEP STALKER MAGIC At 7th level, you gain proficiency in Wisdom
At 3rd level, you gain darkvision out to a range of saving throws.
90 feet. If you already have darkvision, you
increase its range by 30 feet.
You also gain access to additional spells at 3rd, STALKER’S FLURRY
5th, 9th, 13th, and 15th level. Once you gain a Starting at 11th level, once on each of your turns
deep stalker spell, it counts as a ranger spell for when you miss with an attack, you can make
you but doesn’t count against the number of ranger another attack.
spells you know.
STALKER’S DODGE
DEEP STALKER SPELLS At 15th level, whenever a creature attacks you
Ranger Level Spells and does not have advantage, you can use your
3rd disguise self reaction to impose disadvantage on the
5th rope trick creature’s attack roll against you. You can use
9th glyph of warding this feature before or after the attack roll is
13th greater invisibility made, but it must be used before the outcome of
17th seeming the roll is determined.

HORIZON WALKER CONCLAVE


Rangers of the Horizon Conclave guard the
world against threats that originate from other
planes. They seek out planar portals and keep
watch over them, venturing to the outer and
inner planes as needed to defeat threats.

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

HORIZON WALKER SPELLS


Ranger Level Spells
3rd protection from evil and good
5th alter self
9th protection from energy
13th banishment
17th teleportation circle

PLANAR WARRIOR
At 3rd level, you learn to draw on the energy of
the planes to augment your attacks.
As a bonus action, choose one creature you can
see within 30 feet of you. Until the end of this turn,
your attacks against that creature ignore its damage
resistances, and the next time you hit it on this
turn, it takes an additional 1d6 force damage.
These rangers dwell in the elder forests of the
world. They venture out only rarely, as they
PORTAL LORE consider it their sacred duty to protect the druidic
At 3rd level, you gain the ability to detect the groves and ancient trees that saw the earliest days
presence of planar portals. As an action, you of the world.
detect the distance and direction to any planar
portals within 1,000 feet of you. You also sense
which plane of existence each portal leads to. GUARDIAN MAGIC
However, if magic obscures any details of a Starting at 3rd level, you learn an additional
portal, this feature doesn’t reveal them. spell when you reach certain levels in this class,
Once you use this feature, you can’t use it again as shown in the Primeval Guardian Spells table.
until you finish a short or long rest. Alternatively, The spell counts as a ranger spell for you, and it
you can use the feature again if you expend a spell doesn’t count against the number of ranger
slot of 2nd level or higher. spells you know.
See the “Planar Travel” section in chapter 2 of
the Dungeon Master’s Guide for examples of PRIMEVAL GUARDIAN SPELLS
planar portals.
Ranger Level Spells
3rd entangle
EXTRA ATTACK 5th enhance ability
Beginning at 5th level, you can attack twice, 9th conjure animals
instead of once, whenever you take the Attack 13th giant insect
action on your turn. 17th insect plague

ETHEREAL STEP GUARDIAN SOUL


At 7th level, you learn to step through the Starting at 3rd level, you gain the ability to
Ethereal Plane. As a bonus action on your turn, temporarily grow and take on the appearance of a
you can cast the etherealness spell with this treelike person, covered with leaves and bark. As a
feature, but the spell ends at the end of the bonus action, you assume this guardian form,
current turn. Once you use this feature, you can’t which lasts until you end it as a bonus action or
use it again until you finish a short or long rest. until you are incapacitated.
You undergo the following changes while in
your guardian form:
DISTANT STRIKE
At 11th level, you gain the ability to step
• Your size becomes Large, unless you were
between the planes in a blink of an eye. When
larger.
you use the Attack action, you can teleport up to
• Any speed you have becomes 5 feet, unless the
10 feet before each attack. You must be able to
speed was lower.
see the destination of the teleportation.
• Your reach increases by 5 feet.
If you attack at least two different creatures
• You gain a number of temporary hit points at
with the action, you can make one additional
the start of each of your turns. The number
attack with it against a third creature.
equals half your ranger level. When the form
ends, you lose any temporary hit points you
SPECTRAL DEFENSE have from it.
At 15th level, your ability to move between
planes becomes even more finely tuned. As a PIERCING THORNS
reaction when you take damage, you can halve
At 3rd level, your command of primal magic
that damage against you. For a moment, you slip
allows you to enhance your attacks with thorns.
into the planar boundary to lessen the harm.
Once during each of your turns, you can deal an
additional 1d6 piercing damage to one creature
you hit with a weapon attack.
PRIMEVAL GUARDIAN CONCLAVE
Rangers of the Primeval Guardian Conclave EXTRA ATTACK
follow an ancient tradition rooted in powerful Beginning at 5th level, you can attack twice,
druidic magic. These rangers learn to become instead of once, whenever you take the Attack
one with nature, allowing them to channel the action on your turn.
aspects of various beasts and plants in order to
overcome their foes.
ANCIENT FORTITUDE
At 7th level, you gain the endurance of the
ancient forests. Your hit point maximum and
current hit points increase by 2 per ranger level
when you assume your guardian form. This
increase lasts until you leave the form; your hit
point maximum then returns to normal, but your
current hit points remain the same, unless they
must decrease to abide by your hit point
maximum.

ROOTED DEFENSE
At 11th level, you gain the ability to twist and
turn the ground beneath you. While you are in
your guardian form, the ground within 30 feet of
you is difficult terrain for your enemies.

GUARDIAN AURA
Starting at 15th level, your guardian form
emanates a magical aura that fortifies your
injured allies. When any ally starts their turn
within 30 feet of your guardian form, that ally
regains a number of hit points equal to half your
ranger level. This aura has no effect on a
creature that has half or more of its hit points,
and it has no effect on undead and constructs.

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