DND 5.5e - Players Handbook 2024
DND 5.5e - Players Handbook 2024
DND 5.5e - Players Handbook 2024
Your Speed increases by 10 feet while you aren’t Spell School S pecial
wearing Heavy armor. You also have a Climb Speed
and a Swim Speed equal to your Speed. Alarm Abjuration R
Animal Friendship Enchantment —
Level 9: Expertise
Cure Wounds Abjuration —
Choose two of your skill proficiencies with which
you lack Expertise. You gain Expertise in those skills. Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Level 10: Tireless
Ensnaring Strike Conjuration C
Primal forces now help fuel you on your journeys,
granting you the following benefits. Entangle Conjuration c
Temporary Hit Points. As a Magic action, you can Fog Cloud Conjuration c
give yourself a number of Temporary Hit Points Goodberry Conjuration —
equal to ld8 plus your Wisdom modifier (minimum
Hail of Thorns Conjuration —
of 1). You can use this action a number of times
equal to your Wisdom modifier (minimum of once), Hunter's Mark Divination c
and you regain all expended uses when you finish a Jump Transmutation —
Long Rest. Longstrider Transmutation —
Decrease Exhaustion. Whenever you finish a Short
Rest, your Exhaustion level, if any, decreases by 1. Speak with Animals Divination R
Ranger Subclasses
A Ranger subclass is a specialization that grants
you features at certain Ranger levels, as specified
in the subclass. This section presents the Beast
Master, Fey Wanderer, Gloom Stalker, and Hunter
subclasses.
Beast Master
Bond with a Primal Beast
A Beast Master forms a mystical bond with a special
animal, drawing on primal magic and a deep con
nection to the natural world.
Level 3: Primal Companion
You magically summon a primal beast, which draws
strength from your bond with nature. Choose its
stat block: Beast of the Land, Beast of the Sea, or
Beast of the Sky. You also determine the kind of
Spell School Special animal it is, choosing a kind appropriate for the stat
Meld into Stone Transmutation R block. Whatever beast you choose, it bears primal
Nondetection Abjuration M markings indicating its supernatural origin.
The beast is Friendly to you and your allies and
Plant Growth Transmutation —
obeys your commands. It vanishes if you die.
Protection from Energy Abjuration C The Beast in Combat. In combat, the beast acts
Revivify Necromancy M during your turn. It can move and use its Reaction
Speak with Plants Transmutation — on its own, but the only action it takes is the Dodge
action unless you take a Bonus Action to command
Summon Fey Conjuration C, M
it to take an action in its stat block or some other
Water Breathing Transmutation R action. You can also sacrifice one of your attacks
Water Walk Transmutation R when you take the Attack action to command the
Wind Wall Evocation C beast to take the Beast’s Strike action. If you have
the Incapacitated condition, the beast acts on its
Level 4 Ranger Spells own and isn't limited to the Dodge action.
Restoring or Replacing the Beast. If the beast has
Spell School Special died within the last hour, you can take a Magic
Conjure Woodland Beings Conjuration C action to touch it and expend a spell slot. The beast
Dominate Beast Enchantment C returns to life after 1 minute with all its Hit Points
restored.
Freedom of Movement Abjuration —
Whenever you finish a Long Rest, you can sum
Grasping Vine Conjuration C mon a different primal beast, which appears in an
Locate Creature Divination C unoccupied space within 5 feet of you. You choose
Stoneskin Transmutation C, M its stat block and appearance. If you already have a
beast from this feature, the old one vanishes when
Summon Elemental Conjuration C, M the new one appears.
Traits
Primal Bond. Add your Proficiency Bonus to any ability
check or saving throw the beast makes.
Actions
Beast’s Strike. Melee Attack Roll: Bonus equals your
spell attack modifier, reach 5 ft. Hit: 1 d8 + 2 plus your
Wisdom modifier Bludgeoning, Piercing, or Slashing
damage (your choice when you summon the beast).
If the beast moved at least 20 feet straight toward
the target before the hit, the target takes an extra 1 d6
damage of the same type, and the target has the Prone
(J
condition H it is a Large or smaller creature.
Fey Wanderer
Wield Fey Mirth and Fury
Beast of the Sky A fey mystique surrounds you, thanks to the boon
Small Beast, Neutral of an archfey or a location in the Fey wild that
AC 13 plus your Wisdom modifier transformed you. However you gained fey magic,
HP 4 plus four times your Ranger level (the beast has a you are now a Fey Wanderer. Your joyful laughter
number of Hit Dice [d6s] equal to your Ranger level) brightens the hearts of the downtrodden, and your
Speed 10 ft., Fly 60 ft. martial prowess strikes terror in your foes, for great
MOD SAVE MOD SAVE MOD SAVE
is the mirth of the fey and dreadful is their fury.
Str 6 -2 -2 Dex 16 +3 +3 Con 13 +1 +1
I Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0 Level 3: Dreadful Strikes
You can augment your weapon strikes with
Senses Darkvision 60 ft., Passive Perception 12 mind-scarring magic drawn from the murky hol
Languages Understands the languages you know lows of the Fey wild. When you hit a creature with a
CR None (XP 0; PB equals your Proficiency Bonus) weapon, you can deal an extra ld4 Psychic damage
Traits________________________________ to the target, which can take this extra damage only
once per turn. The extra damage increases to ld6
Flyby. The beast doesn’t provoke Opportunity Attacks when you reach Ranger level 11.
when it flies out of an enemy’s reach.
Primal Bond. Add your Proficiency Bonus to any ability Level 3: Fey Wanderer Spells
check or saving throw the beast makes. When you reach a Ranger level specified in the Fey
Wanderer Spells table, you thereafter always have
Actions the listed spells prepared.
Beast’s Strike. Melee Attack Roll: Bonus equals your
spell attack modifier, reach 5 ft. Hit: ld4 + 3 plus your Fey Wanderer Spells
Wisdom modifier Slashing damage. Ranger Level Spell
3 Charm Person
Beast of the Sea______________ 5 Misty Step
Medium Beast, Neutral 9 Summon Fey
AC 13 plus your Wisdom modifier 13 Dimension Door
HP 5 plus five times your Ranger level (the beast has a 17 Mislead
number of Hit Dice [d8s] equal to your Ranger level)
Speed 5 ft., Swim 60 ft. You also possess a fey blessing. Choose it from the
MOD SAVE MOD SAVE MOD SAVE Feywild Gifts table or determine it randomly.
Str 14 +2 +2 Dex 14 +2 +2 Con 15 +2 +2
Feywild Gifts
Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0
ld6 Gift
Senses Darkvision 90 ft., Passive Perception 12
1 Illusory butterflies flutter around you while
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus) you take a Short or Long Rest.
2 Flowers bloom from your hair each dawn.
Traits ___________________________
3 You faintly smell of cinnamon, lavender, nut
Amphibious. The beast can breathe air and water. meg, or another comforting herb or spice.
Primal Bond. Add your Proficiency Bonus to any ability 4 Your shadow dances while no one is looking
check or saving throw the beast makes. directly at it.
Actions____________________________ 5 Horns or antlers sprout from your head.
Beast's Strike. Melee Attack Roll: Bonus equals your 6 Your skin and hair change color each dawn.
spell attack modifier, reach 5 ft. Hit: 1 d6 + 2 plus your
Wisdom modifier Bludgeoning or Piercing damage Level 3: Otherworldly Glamour
(your choice when you summon the beast), and the tar Whenever you make a Charisma check, you gain a
get has the Grappled condition (escape DC equals your bonus to the check equal to your Wisdom modifier
spell save DC). (minimum of +1).
You also gain proficiency in one of these skills of
your choice: Deception, Performance, or Persuasion
Levei. 7: Beguiling Twist
The magic of the Fey wild guards your mind. You
have Advantage on saving throws to avoid or end
the Charmed or Frightened condition.
In addition, whenever you or a creature you can
see within 120 feet of you succeeds on a saving
throw to avoid or end the Charmed or Frightened
condition, you can take a Reaction to force a differ
ent creature you can see within 120 feet of yourself
to make a Wisdom save against your spell save DC.
On a failed save, the target is Charmed or Fright
ened (your choice) for 1 minute. The target repeats
the save at the end of each of its turns, ending the
effect on itself on a success.
Level 11: Fey Reinforcements
You can cast Summon Fey without a Material com
ponent. You can also cast it once without a spell
slot, and you regain the ability to cast it in this way
when you finish a Long Rest.
Whenever you start casting the spell, you can
modify it so that it doesn’t require Concentration. If
you do so, the spell’s duration becomes 1 minute for
that casting.
Level 15: Misty Wanderer
You can cast Misty Step without expending a spell
slot. You can do so a number of times equal to your
Wisdom modifier (minimum of once), and you re
gain all expended uses when you finish a Long Rest.
In addition, whenever you cast Misty Step, you can
bring along one willing creature you can see within
5 feet of yourself. That creature teleports to an un
occupied space of your choice within 5 feet of your
destination space.
Gloom Stalker__________________
Draw on Shadow Magic to Fight Your Foes
Gloom Stalkers are at home in the darkest places,
wielding magic drawn from the Shadowfell to com
bat enemies that lurk in darkness.