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Ranger

{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Natural Explorer feature}

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny.

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: {@filter aberrations|bestiary|type=aberration}, {@filter beasts|bestiary|type=beast}, {@filter celestials|bestiary|type=celestial}, {@filter constructs|bestiary|type=construct}, {@filter dragons|bestiary|type=dragon}, {@filter elementals|bestiary|type=elemental}, {@filter fey|bestiary|type=fey}, {@filter fiends|bestiary|type=fiend}, {@filter giants|bestiary|type=giant}, {@filter monstrosities|bestiary|type=monstrosity}, {@filter oozes|bestiary|type=ooze}, {@filter plants|bestiary|type=plant}, or {@filter undead|bestiary|type=undead}. Alternatively, you can select two races of {@filter humanoid|bestiary|type=humanoid} (such as {@creature gnoll||gnolls} and {@creature orc||orcs}) as favored enemies.

You have advantage on Wisdom ({@skill Survival}) 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 that is spoken by your favored enemies, if they speak one at all.

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.

{@i 1st-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Favored Enemy feature and works with the Foe Slayer feature}

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by {@damage 1d4}.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to {@damage 1d6} at 6th level and to {@damage 1d8} at 14th level.

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, 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.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter ranger spell list|spells|class=ranger}.

Spell Slots.

The Ranger table shows how many spell slots you have to cast your {@filter ranger spells|spells|class=ranger} of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell {@spell animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot.

Spells Known of 1st Level and Higher.

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability.

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

{@i 2nd-level ranger {@variantrule optional class features|tce|optional feature}}

You can use a {@item druidic focus|phb} as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

{@i 3rd-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Primeval Awareness feature}

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Ranger LevelSpell
3rd{@spell speak with animals}
5th{@spell beast sense}
9th{@spell speak with plants}
13th{@spell locate creature}
17th{@spell commune with nature}

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

{@i 4th-level ranger {@variantrule optional class features|tce|optional feature}}

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.

You gain an additional benefit when you reach 6th level in this class.

Roving.

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

At 7th level, you gain a feature granted to you by your Ranger Archetype.

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

Starting at 8th level, moving through nonmagical {@quickref difficult terrain||3} costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the {@spell entangle} spell.

You gain an additional benefit when you reach 10th level in this class.

Tireless.

As an action, you can give yourself a number of temporary hit points equal to {@dice 1d8} + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your {@condition exhaustion} level, if any, is decreased by 1.

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity ({@skill Stealth}) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

You gain an additional favored terrain.

{@i 10th-level ranger {@variantrule optional class features|tce|optional feature}, which replaces the Hide in Plain Sight feature}

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become {@condition 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 you regain all expended uses when you finish a long rest.

At 11th level, you gain a feature granted to you by your Ranger Archetype.

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Starting at 14th level, you can use the {@action Hide} action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

At 15th level, you gain a feature granted to you by your Ranger Archetype.

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 18th level, you gain preternatural senses that 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 against it. You are also aware of the location of any {@condition invisible} creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't {@condition blinded} or {@condition deafened}.

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 20th level, you become an unparalleled hunter of your enemies. 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 against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

You always have the {@spell Hunter's Mark|XPHB} spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a {@variantrule Long Rest|XPHB}.

The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

You have learned to channel the magical essence of nature to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the {@filter Ranger spell list|spells|class=Ranger} later in the class's description.

Spell Slots.

The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a {@variantrule Long Rest|XPHB}.

Prepared Spells of Level 1+.

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two {@filter level 1 Ranger spells|spells|class=Ranger|level=1}. {@spell Cure Wounds|XPHB} and {@spell Ensnaring Strike|XPHB} are recommended.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.

If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.

Changing Your Prepared Spells.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability.

Wisdom is your spellcasting ability for your Ranger spells.

Spellcasting Focus.

You can use a {@item Druidic Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Ranger spells.

Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Longbow|XPHB|Longbows} and {@item Shortsword|XPHB|Shortswords}.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Longsword|XPHB|Longswords}.

Thanks to your travels, you gain the following benefits.

Expertise.

Choose one of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in that skill.

Languages.

You know two languages of your choice from the language tables in {@book chapter 2|XPHB|2|Choose Languages}.

You gain a {@filter Fighting Style feat|feats|category=FS} of your choice. Instead of choosing one of those feats, you can choose the option below.

You gain a Ranger subclass of your choice. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass's features that are of your Ranger level or lower.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.

You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.

Your {@variantrule Speed|XPHB} increases by 10 feet while you aren't wearing Heavy armor. You also have a {@variantrule Climb Speed|XPHB} and a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.

You gain a feature from your Ranger Subclass.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

Choose two of your skill proficiencies with which you lack {@variantrule Expertise|XPHB}. You gain {@variantrule Expertise|XPHB} in those skills.

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points.

As a {@action Magic|XPHB} action, you can give yourself a number of {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d8} plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

Decrease Exhaustion.

Whenever you finish a {@variantrule Short Rest|XPHB}, your {@condition Exhaustion|XPHB} level, if any, decreases by 1.

You gain a feature from your Ranger Subclass.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

Taking damage can't break your {@status Concentration|XPHB} on Hunter's Mark.

You invoke spirits of nature to magically hide yourself. As a {@variantrule Bonus Action|XPHB}, you can give yourself the {@condition Invisible|XPHB} condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

You gain a feature from your Ranger Subclass.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You have {@variantrule Advantage|XPHB} on attack rolls against the creature currently marked by your Hunter's Mark.

Your connection to the forces of nature grants you {@sense Blindsight|XPHB} with a range of 30 feet.

You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Dimensional Travel|XPHB} is recommended.

The damage die of your Hunter's Mark is a {@damage d10} rather than a {@damage d6}.

Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.

Consider the source of the draconic spirit you have bonded with. The Drakewarden Origin table offers examples.

d6Origin
1You studied a dragon's scale or claw, or a trinket from a dragon's hoard, creating your bond through that token's lingering draconic magic.
2A secret order of rangers who collect and guard draconic lore taught you their ways.
3A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone.
4You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power.
5An ancient Draconic inscription on a standing stone empowered you when you read it aloud.
6You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you.

{@i 3rd-level Drakewarden feature}

The bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits:

  • [object Object]
  • [object Object]

{@i 3rd-level Drakewarden feature}

As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying {@creature Drake Companion|FTD} stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics.

In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the drake can take any action of its choice, not just {@action Dodge}.

The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.

Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

{@i 7th-level Drakewarden feature}

The bond you share with your drake intensifies, protecting you and stoking the drake's fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed.

In addition, while your drake is summoned, you and the drake gain the following benefits:

  • The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can't use the flying speed of this feature.
  • The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for the drake's Draconic Essence.
  • You gain resistance to the damage type chosen for the drake's Draconic Essence.

{@i 11th-level Drakewarden feature}

As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn't have to match your drake's Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} damage on a failed save, or half as much damage on a successful one.

This damage increases to {@damage 10d6} when you reach 15th level in this class.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

{@i 15th-level Drakewarden feature}

Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits:

  • The drake's Bite attack deals an extra {@damage 1d6} damage of the type chosen for its Draconic Essence (for a total of {@damage 2d6} extra damage).
  • The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale.
  • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

{@i 3rd-level Beast Master variant feature, which replaces the Ranger's Companion feature}

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—{@creature Beast of the Land|TCE}, {@creature Beast of the Sea|TCE}, or {@creature Beast of the Sky|TCE}—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a {@filter beast that is no larger than Medium and that has a challenge rating of 1/4 or lower|bestiary|challenge rating=[&0;&1/4]|type=beast|size=f;d;t;s;m|miscellaneous=!swarm}. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Help} action. If you don't issue a command, the beast takes the {@action Dodge} action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the {@action Attack} action.

If you are {@condition incapacitated} or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements.

Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the {@action Dash}, {@action Disengage}, or {@action Help} action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Starting at 11th level, when you command your beast companion to take the {@action Attack} action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

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 within 5 feet of the original target and within range of your weapon.

At 3rd level, you gain one of the following features of your choice.

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@damage 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

When a Large or larger creature within 5 feet of you 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.

At 7th level, you gain one of the following features of your choice.

Opportunity attacks against you are made with disadvantage.

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.

You have advantage on saving throws against being {@condition frightened}.

At 11th level, you gain one of the following features of your choice.

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a {@spell 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.

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.

At 15th level, you gain one of the following features of your choice.

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.

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

{@i 3rd-level Fey Wanderer feature}

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to {@damage 1d6} when you reach 11th level in this class.

{@i 3rd-level Fey Wanderer feature}

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rd{@spell charm person}
5th{@spell misty step}
9th{@spell dispel magic}
13th{@spell dimension door}
17th{@spell mislead}

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

d6Gift
1Illusory butterflies flutter around you while you take a short or long rest.
2Fresh, seasonal flowers sprout from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color to match the season at each dawn.

{@i 3rd-level Fey Wanderer feature}

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: {@skill Deception}, {@skill Performance}, or {@skill Persuasion}.

{@i 7th-level Fey Wanderer feature}

The magic of the Feywild guards your mind. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being {@condition charmed} or {@condition frightened}, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is {@condition charmed} or {@condition frightened} by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

{@i 11th-level Fey Wanderer feature}

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know {@spell summon fey|tce}. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require {@status concentration}. If you do so, the spell's duration becomes 1 minute for that casting.

{@i 15th-level Fey Wanderer feature}

You can slip in and out of the Feywild to move in a blink of an eye: you can cast {@spell misty step} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast {@i misty step}, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

{@i 3rd-level Swarmkeeper feature}

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

d4Appearance
1Swarming insects
2Miniature twig blights
3Fluttering birds
4Playful pixies

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

  • The attack's target takes {@damage 1d6} piercing damage from the swarm.
  • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
  • You are moved by the swarm 5 feet horizontally in a direction of your choice.

A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the {@spell arcane eye} spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.

Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!

{@i 3rd-level Swarmkeeper feature}

You learn the {@spell mage hand} cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rd{@spell faerie fire}
5th{@spell web}
9th{@spell gaseous form}
13th{@spell arcane eye}
17th{@spell insect plague}

{@i 7th-level Swarmkeeper feature}

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are {@condition incapacitated}.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

{@i 11th-level Swarmkeeper feature}

Your Gathered Swarm grows mightier in the following ways:

  • The damage of Gathered Swarm increases to {@damage 1d8}.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature {@condition prone}.
  • When you are moved by Gathered Swarm, it gives you {@quickref Cover||3||half cover} until the start of your next turn.

{@i 15th-level Swarmkeeper feature}

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the {@action Attack} action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra {@damage 1d8} damage of the weapon's damage type.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rd{@spell disguise self}
5th{@spell rope trick}
9th{@spell fear}
13th{@spell greater invisibility}
17th{@spell seeming}

At 3rd level, you gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on {@sense darkvision}. While in darkness, you are {@condition invisible} to any creature that relies on {@sense darkvision} to see you in that darkness.

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

At 11th level, 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.

Starting at 15th level, 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.

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

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, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rd{@spell protection from evil and good}
5th{@spell misty step}
9th{@spell haste}
13th{@spell banishment}
17th{@spell teleportation circle}

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra {@damage 1d8} force damage from the attack. When you reach 11th level in this class, the extra damage increases to {@damage 2d8}.

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the {@spell etherealness} spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the {@action Attack} action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rd{@spell protection from evil and good}
5th{@spell zone of truth}
9th{@spell magic circle}
13th{@spell banishment}
17th{@spell hold monster}

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra {@damage 1d6} damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add {@dice 1d6} to your roll.

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

You gain the following benefits.

Biting Cold.

Damage from your weapon attacks, Ranger spells, and Ranger features ignores {@variantrule Resistance|XPHB} to Cold damage.

Frost Resistance.

You have {@variantrule Resistance|XPHB} to Cold damage.

Polar Strikes.

When you hit a creature with an attack roll using a weapon, you can deal an extra {@damage 1d4} Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to {@dice 1d6}.

Ice rimes you and your prey, protecting you and slowing them. When you cast {@spell Hunter's Mark|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your {@class Ranger|XPHB} level.

Additionally, while a creature is marked by your {@spell Hunter's Mark|XPHB}, it can't take the {@action Disengage|XPHB} action.

{@i Withstand the Horrors of Frigid Wastelands}

Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like {@creature yeti|XMM|yetis} and {@creature crag cat|SKT|crag cats}, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.

When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.

Ranger LevelSpells
3{@spell Ice Knife|XPHB}
5{@spell Hold Person|XPHB}
9{@spell Remove Curse|XPHB}
13{@spell Ice Storm|XPHB}
17{@spell Cone of Cold|XPHB}

Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a {@action Magic|XPHB} action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains {@variantrule Hit Points|XPHB} equal to {@dice 1d10} plus your Ranger level and has {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Frightened|XPHB} condition for 1 hour.

Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}.

When a creature hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the {@condition Stunned|XPHB} condition until the end of your next turn. While the target is {@condition Stunned|XPHB}, its {@variantrule Speed|XPHB} is reduced to 0 feet.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

When you cast {@spell Hunter's Mark|XPHB}, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a level 4+ spell slot (no action required).

Frozen Soul.

You have {@variantrule Immunity|XPHB} to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you takes {@damage 2d4} Cold damage.

Partially Incorporeal.

You have {@variantrule Immunity|XPHB} to the {@condition Grappled|XPHB}, {@condition Prone|XPHB}, and {@condition Restrained|XPHB} conditions. You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.

{@i Draw on the Might of Ancient Wild Terrors}

Legends tell that the most ancient and bloodthirsty terrors lurk deep within the old places of the earth. Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk jagged coastlines, steep mountain crags, and other dark and wild places.

When you reach a Ranger level specified in the Hollow Warden Spells table, you thereafter always have the listed spell prepared.

Ranger LevelSpell
3{@spell Wrathful Smite|XPHB}
5{@spell Alter Self|XPHB}
9{@spell Phantom Steed|XPHB}
13{@spell Dominate Beast|XPHB}
17{@spell Steel Wind Strike|XPHB}

You draw power from the strange and ancient horrors of the land, causing you to sprout unnatural growths, such as bloody antlers or putrid fangs, or causing your shadow to lengthen or twist around you. As a {@variantrule Bonus Action|XPHB}, you can expend a use of Favored {@variantrule Enemy|XPHB} to transform into a ghastly form, gaining the following benefits for 1 minute or until you have the {@condition Incapacitated|XPHB} condition, die, or end the transformation (no action required).

Ancient Armor.

You gain a +1 bonus to AC, as your body is wreathed in rotten bark and beastly bristles. This bonus increases to +2 when you reach Ranger level 11.

Prowling Retribution.

Immediately after a creature you can see within 5 feet of yourself deals damage to you or one of your allies, you can make an {@action Opportunity Attack|XPHB} against that creature.

Unnerving Aura.

When you transform and at the start of each of your subsequent turns, each creature of your choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the {@condition Frightened|XPHB} condition until the start of your next turn.

You gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).

In addition, once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to {@dice 1d10} plus your Wisdom modifier, provided you are {@status Bloodied|XPHB} when you hit.

Your dedication to wild eldritch beings alters you further. When transformed using Wrath of the Wild, you gain the following additional benefits.

Menacing Aura.

When a creature fails its saving throw against your Unnerving Aura, it also can't regain {@variantrule Hit Points|XPHB} or take {@variantrule Reaction|XPHB|Reactions} until the start of your next turn.

Strangling Roots.

When you hit a creature with an attack roll using a weapon, you can activate the {@itemMastery Sap} or {@itemMastery Slow} mastery property in addition to a different mastery property you're using with that weapon.

You become wholly suffused with the wild's ancient and terrible power, granting you the following benefits.

Ominous Strikes.

When you hit a creature that has the {@condition Frightened|XPHB} condition with an attack roll, that attack deals extra damage equal to your Wisdom modifier.

Persistent Wrath.

If you're reduced to 0 {@variantrule Hit Points|XPHB} but not killed outright while transformed using Wrath of the Wild, you can surge with wild power. Your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Ranger level. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}. You can also expend a level 4+ spell slot (no action required) to restore your use of this feature.

Timeless.

You have {@variantrule Immunity|XPHB} to the {@condition Exhaustion|XPHB} condition.

{@i Bond with a Primal Beast}

A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world.

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: {@creature Beast of the Land|XPHB}, {@creature Beast of the Sea|XPHB}, or {@creature Beast of the Sky|XPHB}. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat.

In combat, the beast acts during your turn. It can move and use its {@variantrule Reaction|XPHB} on its own, but the only action it takes is the {@action Dodge|XPHB} action unless you take a {@variantrule Bonus Action|XPHB} to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the {@action Attack|XPHB} action to command the beast to take the Beast's Strike action. If you have the {@condition Incapacitated|XPHB} condition, the beast acts on its own and isn't limited to the {@action Dodge|XPHB} action.

Restoring or Replacing the Beast.

If the beast has died within the last hour, you can take a {@action Magic|XPHB} action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its {@variantrule Hit Points|XPHB} restored.

Whenever you finish a {@variantrule Long Rest|XPHB}, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

When you take a {@variantrule Bonus Action|XPHB} to command your Primal Companion beast to take an action, you can also command it to take the {@action Dash|XPHB}, {@action Disengage|XPHB}, {@action Dodge|XPHB}, or {@action Help|XPHB} action using its {@variantrule Bonus Action|XPHB}.

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.

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 {@spell Hunter's Mark|XPHB} spell, the beast deals extra Force damage equal to the bonus damage of that spell.

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.

{@i Wield Fey Mirth and Fury}

A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra {@damage 1d4} Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to {@damage 1d6} when you reach Ranger level 11.

When you reach a Ranger level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

Ranger LevelSpells
3rd{@spell Charm Person|XPHB}
5th{@spell Misty Step|XPHB}
9th{@spell Summon Fey|XPHB}
13th{@spell Dimension Door|XPHB}
17th{@spell Mislead|XPHB}

You also possess a fey blessing. Choose it from the Feywild Gifts table or determine it randomly.

1d6Gift
1Illusory butterflies flutter around you while you take a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
2Flowers bloom from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color each dawn.

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also gain proficiency in one of these skills of your choice: {@skill Deception|XPHB}, {@skill Performance|XPHB}, or {@skill Persuasion|XPHB}.

The magic of the Feywild guards your mind. You have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} 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 {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition, you can take a {@variantrule Reaction|XPHB} to force a different 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 {@condition Charmed|XPHB} or {@condition Frightened|XPHB} (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.

You can cast {@spell Summon Fey|XPHB} without a Material component. 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 {@variantrule Long Rest|XPHB}.

Whenever you start casting the spell, you can modify it so that it doesn't require {@status Concentration|XPHB}. If you do so, the spell's duration becomes 1 minute for that casting.

You can cast {@spell Misty Step|XPHB} without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

In addition, whenever you cast {@spell Misty Step|XPHB}, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

Ambusher's Leap.

At the start of your first turn of each combat, your {@variantrule Speed|XPHB} 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 {@damage 2d6} Psychic 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 regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

Initiative Bonus.

When you roll {@variantrule Initiative|XPHB}, you can add your Wisdom modifier to the roll.

{@i Draw on Shadow Magic to Fight Your Foes}

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

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

Ranger LevelSpells
3rd{@spell Disguise Self|XPHB}
5th{@spell Rope Trick|XPHB}
9th{@spell Fear|XPHB}
13th{@spell Greater Invisibility|XPHB}
17th{@spell Seeming|XPHB}

You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB} when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on {@sense Darkvision|XPHB}. While entirely in {@variantrule Darkness|XPHB}, you have the {@condition Invisible|XPHB} condition to any creature that relies on {@sense Darkvision|XPHB} to see you in that {@variantrule Darkness|XPHB}.

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).

The Psychic damage of your Dreadful Strike becomes {@damage 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 {@condition Frightened|XPHB} condition until the start of your next turn.

When a creature makes an attack roll against you, you can take a {@variantrule Reaction|XPHB} to impose {@variantrule Disadvantage|XPHB} on that roll. Whether the attack hits or misses, you can then teleport up to 30 feet to an unoccupied space you can see.

{@i 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 destroy them.

You can call on the forces of nature to reveal 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, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, 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 {@damage 1d8} damage to the target if it's missing any of its {@variantrule Hit Points|XPHB}. 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 different 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.

You gain one of the following feature options of your choice. Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can replace the chosen option with the other one.

Escape the Horde.

{@action Opportunity Attack|XPHB|Opportunity Attacks} have {@variantrule Disadvantage|XPHB} against you.

Multiattack Defense.

When a creature hits you with an attack roll, that creature has {@variantrule Disadvantage|XPHB} on all other attack rolls against you this turn.

Once per turn when you deal damage to a creature 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.

When you take damage, you can take a {@variantrule Reaction|XPHB} to give yourself {@variantrule Resistance|XPHB} to that damage and any other damage of the same type until the end of the current turn.