Spells
Spell List | Ranger Spell List |
---|---|
Mana |
1 per level + Wis |
Cantrips known |
TBD |
Spells Known |
You know all spells on your list. |
Spells Prepared |
All known spells are prepared. |
Spellcasting Ability |
When casting Ranger spells, you add your Wisdom bonus to Spellcraft checks. |
Special Abilities
Favored Enemy
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: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (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 have advantage to attack rolls when attacking a favored enemy, and advantage to saving throws against their attacks. Furthermore, you gain your proficiency bonus as bonus damage to all attacks made against them.
You may use a Skill Alternative to gain a new Favored Enemy type.
Changes from SRD
- Added combat benefits.
- Skill Alternatives are now used to gain new favored enemy types.
Natural Explorer
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, or swamp. When you make an Intelligence of Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While travelling 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 (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, how long ago they passed through the area.
You may gain a new favored terrain type by spending a Skill Alternative.
Changes from SRD
- Skill Alternatives are now used to gain new terrain types.
Fighting Style
Changes from SRD
This ability has been removed. It is redundant given changes to basic combat rules and the addition of Feats.
Primeval Awareness
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.
Land's Stride
Starting at 8th level, moving through nonmagical difficult terrain 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 entangle spell.
Hide in Plain Sight
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 (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.
Vanish
Starting at 14th level, you can use the 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.
Feral Sense
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 invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Foe Slayer
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.
Paths
The following paths from the Player's Handbook are valid:
- Hunter
- Beast Master
Additional paths in 5.2:
- Arcane Archer (coming soon)
- Warden (maybe)
Any paths you qualify for in the Paths list are valid.
Ranger Spell List
1st level
- Enhancement
- Aspect of the Cheetah: Bonus, no Mana cost, only one Aspect active at a time; you gain +10-ft of bonus movement and your jump distances double.
- Aspect of the Hawk: Bonus, no Mana cost, only one Aspect active at a time; you gain advantage to Perception checks and +2 to ranged attack rolls.
- Healing
- Nourish: Bonus, touch; you conjure a fruit from the bounty of nature into your hand. When eaten, it provides full nourishment (food and drink) for 24 hours, and heals the imbiber for 1d8+Wis. Fruit lasts up to 24 hours or until eaten.
- Shaping
- Fog Cloud: Bonus, 120-ft range, 20-ft circle; heavy fog obscures all vision in the area. Lasts as long as you concentrate, up to 1 hour.
- Utility
- Alarm: Ritual, 1 minute; if any significant creature (other than those you designate) violates designated area (up to a 20-ft radius), everyone inside is immediately notified via an audible or silent mental alarm.
- Primal Surge: Immediate, unleashes the power of your current Aspect. Effects last until the end of your next turn.
- Cheetah: your speed increases by 30-ft per Mana spent, and jump distances gain +100% per Mana.
- Hawk: you gain Blindsense in a 30-ft radius (per Mana), and gain one bonus damage die with ranged attacks (per Mana).
- Bear: your DR increases to 10 per Mana spent.
- Mongoose: your reach increases to 5-ft plus 5-ft per Mana, and you gain one bonus damage die with melee attacks per Mana.
Changes from SRD
- Animal Friendship, Detect Poison and Disease, Hunter's Mark, and Speak with Animals moved to Cantrips.
- Goodberry and Cure Wounds nixed in favor of Nourish.
- Jump and Longstrider nixed in favor of Aspect of the Cheetah.
- Added Aspect of the Hawk and Primal Surge.
2nd level
- Defense
- Aspect of the Bear: Bonus, no Mana cost, only one Aspect active at a time; you gain Damage Reduction equal to your Wisdom bonus (each point of DR reduces damage from each attack suffered by 1 point).
- Enhancement
- Aspect of the Mongoose: Bonus, no Mana cost, only one Aspect active at a time; your melee reach increases by 5 feet and you gain +2 to melee attack rolls.
- Healing
- Liberation: Bonus, 60-ft range; subject is freed from a movement-impairing effect (magical or otherwise), or from disease, blindness, deafness, paralysis, or poison that has been inflicted by an attack (not a permanent condition).
- Utility
- Animal Messenger: Ritual, 1 minute; you conjure an ordinary animal native to your location, and magically compel it to run tireless to a designate location, then deliver a message and/or item it can carry, then return to you with a response at its best speed.
- Pass Without Trace: 1 action, concentration; a veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
- Tracking: Ritual, 1 minute cast, concentration; given a sample of the creature or object to be tracked, or a component of sufficient similarity, you become constantly aware of your bearing to the target, and roughly how far away it is (closest of: 1 foot, 10 ft, 100 ft, 1000 ft, 1 mile, 10 miles, 100 miles, etc). Concentration, up to 24 hours.
Changes from SRD
- Barkskin nixed in favor of Aspect of the Bear
- Darkvision nixed. Practically every race has it, and there are feats and magic items if you don't.
- Find Traps nixed. Use your damn skills.
- Lesser Restoration supplanted by Liberation.
- Locate Animals or Plants and Locate Object supplanted by Tracking.
- Protection from Poison supplanted (mostly) by Liberation. Also, it was weirdly out of sync with other spells.
- Silence nixed. The most rangery use of this is handled by Pass Without Trace, and other uses are too wizardy. Go play a wizard (or an Arcane Archer).
- Spike Growth nixed. Want to play a druid? Go play a druid.