DND 5.5e - Players Handbook 2024

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Level 6: Roving Level i Ranger Spells

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

Level 13: Relentless Hunter Level 2 Ranger Spells


Taking damage can’t break your Concentration on Spell School Special
Hunter’s Mark.
Aid Abjuration —
Level 14: Nature’s Veil Animal Messenger Enchantment R
You invoke spirits of nature to magically hide your­ Barkskin Transmutation —
self. As a Bonus Action, you can give yourself the
Beast Sense Divination C, R
Invisible condition until the end of your next turn.
You can use this feature a number of times equal Cordon of Arrows Transmutation —
to your Wisdom modifier (minimum of once), and Darkwsion Transmutation —
you regain all expended uses when you finish a Enhance Ability Transmutation C
Long Rest.
Find Traps Divination —
Level 17: Precise Hunter Gust of Wind Evocation c
You have Advantage on attack rolls against the Lesser Restoration Abjuration —
creature currently marked by your Hunter’s Mark.
Locate Animals or Plants Divination R
Level 18: Feral Senses Locate Object Divination C
Your connection to the forces of nature grants you
Magic Weapon Transmutation —
Blindsight with a range of 30 feet.
Pass without Trace Abjuration c
Level 19: Epic Boon Protection from Poison Abjuration —
You gain an Epic Boon feat (see chapter 5) or an­
Silence Illusion C,R
other feat of your choice for which you qualify.
Boon of Dimensional Travel is recommended. Spike Growth Transmutation C
Summon Beast Conjuration C, M
Level 20: Foe Slayer
The damage die of your Hunter’s Mark is a dlO rather
Level 3 Ranger Spells
than a d6.
Spell School Special
Ranger Spell List Conjure Animals Conjuration C
This section presents the Ranger spell list. The Conjure Barrage Conjuration —
spells arc organized by spell level and then alpha­ Daylight Evocation —
betized, and each spell’s school of magic is listed.
Dispel Magic Abjuration —
In the Special column, C means the spell requires
Concentration, R means it’s a Ritual, and M means it Elemental Weapon Transmutation C
requires a specific Material component. Lightning Arrow Transmutation —
Level 5 Ranger Spells
Spell School Special
Commune with Nature Divination R
Conjure Volley Conjuration —
Greater Restoration Abjuration M
Steel Wind Strike Conjuration M
Swift Quiver Transmutation C, M
Tree Stride Conjuration C

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.

CHAPTER 3 I CHARACTER CLASSES


Level 7: Exceptional Training
When you take a Bonus Action to command your
Primal Companion beast to take an action, you
can also command it to take the Dash, Disengage,
Dodge, or Help action using its Bonus Action.
In addition, whenever it hits with an attack
roll and deals damage, it can deal your choice of
Force damage or its normal damage type.
Level 11: Bestial Fury
When you command your Primal Companion
beast to take the Beast’s Strike action, the beast
can use it twice.
In addition, the first time each turn it hits a
creature under the effect of your Hunter’s Mark
spell, the beast deals extra Force damage equal to
the bonus damage of that spell.
Level 15: Share Spells
When you cast a spell targeting yourself, you can
also affect your Primal Companion beast with the
spell if the beast is within 30 feet of you.

Beast of the Land_____________


Medium Beast, Neutral
AC 13 plus your Wisdom modifier
HP 5 plus five times your Ranger level (the beast has a
number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
MOD SAVE MOD SAVE MOD SAVE

Str 14+2 +2 Dex 14 +2 +2 Con 15 +2 +2


Int 8 -1 -1 Wis 14 +2 +2 Cha 11 +0 +0
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)

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.

Level 3: Dread Ambusher


You have mastered the art of creating fearsome am­
bushes, granting you the following benefits.
Ambusher’s Leap. At the start of your first turn of
each combat, your Speed increases by 10 feet until
the end of that turn.
Dreadful Strike. When you attack a creature and
hit it with a weapon, you can deal an extra 2d6 Psy­
chic damage. You can use this benefit only once per
turn, you can use it 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.
o Initiative Bonus. When you roll Initiative, you can
J O H N CR» I u

add your Wisdom modifier to the roll.


Level 3: Gloom Stalker Spells
When you reach a Ranger level specified in the
Gloom Stalker Spells table, you thereafter always
have the listed spells prepared.

Gloom Stalker Spells


Ranger Level Spells
3 Disguise Self
5 Rope Trick
9 Fear
13 Greater Invisibility
17 Seeming

Level 3: Umbral Sight


You gain Darkvision with a range of 60 feet. If you
already have Darkvision when you gain this feature,
its range increases by 60 feet.
You are also adept at evading creatures that rely
on Darkvision. While entirely in Darkness, you have
the Invisible condition to any creature that relies on
Darkvision to see you in that Darkness.
Level 7= Iron Mind
You have honed your ability to resist mind-altering
powers. You gain proficiency in Wisdom saving
throws. If you already have this proficiency, you
instead gain proficiency in Intelligence or Charisma
saving throws (your choice).

Level 11: Stalker’s Flurry


The Psychic damage of your Dreadful Strike be­
comes 2d8. In addition, when you use the Dreadful
Strike effect of your Dread Ambusher feature, you
can cause one of the following additional effects.
Sudden Strike. You can make another attack with
the same weapon against a different creature that
is within 5 feet of the original target and that is
within the weapon’s range.
Mass Fear. The target and each creature within 10
feet of it must make a Wisdom saving throw against
your spell save DC. On a failed save, a creature has
the Frightened condition until the start of your next
turn.

Level 15: Shadowy Dodge


When a creature makes an attack roll against you,
you can take a Reaction to impose Disadvantage on
that roll. Whether the attack hits or misses, you can
then teleport up to 30 feet to an unoccupied space
you can see.
Hunter _____________
Protect Nature and People from Destruction
You stalk prey in the wilds and elsewhere, using
your abilities as a Hunter to protect nature and
people everywhere from forces that would de­
stroy them.
Level 3: Hunter’s Lore
You can call on the forces of nature to re­
veal certain strengths and weaknesses of
your prey. While a creature is marked by
your Hunter’s Mark, you know whether
that creature has any Immunities, Resis­
tances, or Vulnerabilities, and if the crea­
ture has any, you know what they are.
Level 3: Hunter’s Prey
You gain one of the following feature op­
tions of your choice. Whenever you finish
a Short or Long Rest, you can replace the
chosen option with the other one.
Colossus Slayer. Your tenacity can wear
down even the most resilient foes. When
you hit a creature with a weapon, the weapon
deals an extra ld8 damage to the target if it’s
missing any of its Hit Points. You can deal this
extra damage only once per turn.
Horde Breaker. Once on each of your turns when
you make an attack with a weapon, you can make
another attack with the same weapon against a dif­
ferent creature that is within 5 feet of the original
target, that is within the weapon’s range, and that
you haven’t attacked this turn.

Level 7: Defensive Tactics


You gain one of the following feature options of
your choice. Whenever you finish a Short or Long
Rest, you can replace the chosen option with
the other one.
Escape the Horde. Opportunity Attacks
have Disadvantage against you.
Multiattack Defense. When a creature
hits you with an attack roll, that creature
has Disadvantage on all other attack rolls
against you this turn.

Level 11: Superior Hunter’s Prey Hunter


Once per turn when you deal damage to a creature Subclass

marked by your Hunter’s Mark, you can also deal / / /


that spell’s extra damage to a different creature that
you can see within 30 feet of the first creature.

Level 15: Superior Hunter’s Defense


When you take damage, you can take a Reaction
to give yourself Resistance to that damage and any
- T f P IN A k A D O N

other damage of the same type until the end of the


current turn
Core Rogue Traits As a Multiclass Character
Primary Ability Dexterity • Gain the following traits from the Core Rogue
Hit Point Die D8 per Rogue level Traits table: Hit Point Die, proficiency in one skill
Dexterity and Intelligence
of your choice from the Rogue’s skill list, pro­
Saving Throw
Proficiencies
ficiency with Thieves’ Tools, and training with
Light armor.
Skill Proficiencies Choose 4: Acrobatics, Ath­ • Gain the Rogue’s level 1 features, which are listed
letics, Deception, Insight, in the Rogue Features table.
Intimidation, Investigation,
Perception, Persuasion, Rogue Class Features_____________
Sleight of Hand, or Stealth As a Rogue, you gain the following class features
Weapon Proficiencies Simple weapons and Mar­ when you reach the specified Rogue levels. These
tial weapons that have the features are listed in the Rogue Features table.
Finesse or Light property Level 1: Expertise
Tool Proficiencies Thieves’ Tools You gain Expertise in two of your skill proficiencies
Armor Training Light armor of your choice. Sleight of Hand and Stealth are rec­
ommended if you have proficiency in them.
Starting Equipment Choose A or B: (A) Leather
At Rogue level 6, you gain Expertise in two more
Armor, 2 Daggers, Short­ of your skill proficiencies of your choice.
sword, Shortbow, 20 Arrows,
Quiver, Thieves' Tools, Bur­ Level 1: Sneak Attack
glar's Pack, and 8 GP; or (B) You know how to strike subtly and exploit a foe’s
100 GP distraction. Once per turn, you can deal an extra
ld6 damage to one creature you hit with an attack
roll if you have Advantage on the roll and the attack
uses a Finesse or a Ranged weapon. The extra dam­
ogues rely on cunning, stealth, and
age’s type is the same as the weapon’s type.

R their foes’ vulnerabilities to get the upper


hand in any situation. They have a knack for
finding the solution to just about any problem. A
few even learn magical tricks to supplement their
You don’t need Advantage on the attack roll if at
least one of your allies is within 5 feet of the target,
the ally doesn’t have the Incapacitated condition,
and you don’t have Disadvantage on the attack roll.
other abilities. Many Rogues focus on stealth and
The extra damage increases as you gain Rogue
deception, while others refine skills that help them
levels, as shown in the Sneak Attack column of the
in a dungeon environment, such as climbing, finding
Rogue Features table.
and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over Level 1: Thieves’ Cant
brute strength. They would rather make one precise You picked up various languages in the commu­
strike than wear an opponent down with a barrage nities where you plied your roguish talents. You
of blows. know Thieves' Cant and one other language of your
Some Rogues began their careers as criminals, choice, which you choose from the language tables
while others used their cunning to fight crime. in chapter 2.
Whatever a Rogue’s relation to the law, no common
criminal or officer of the law can match the subtle Level 1: Weapon Mastery
brilliance of the greatest Rogues. Your training with weapons allows you to use the
mastery properties of two kinds of weapons of your
Becoming a Rogue ...____________ choice with which you have proficiency, such as
Daggers and Shortbows.
As a Level 1 Character
Whenever you finish a Long Rest, you can change
• Gain all the traits in the Core Rogue Traits table.
the kinds of weapons you chose. For example, you
• Gain the Rogues level 1 features, which are listed
could switch to using the mastery properties of
in the Rogue Features table.
Scimitars and Shortswords.

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