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(D&D5e) Ranger Subclasses
(D&D5e) Ranger Subclasses
(D&D5e) Ranger Subclasses
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Herbalist Conclave The additional damage increases by 1d6 when you reach
11th level (2d6).
Herbalists have learned to extract the magical properties of Poison Bomb. As an action, you can throw this flask to a
plants and nature in order to create potent mixtures that can point up to 20 feet from you, shattering it on impact, releasing
aid allies and hinder foes. a small cloud of poison that disperses quickly. Each creature
in a 5-foot-radius sphere centered on the point of impact must
Herbalist Magic make a Constitution saving throw or take 1d4 poison damage
Starting at 3rd level, you learn an additional spell when you and become poisoned for one minute. The creature can repeat
reach certain levels in this class, as shown in the Herbalist the saving throw at the end of each of its turns, ending the
Spells table. The spell counts as a ranger spell for you, but it condition on itself on a success.
doesn't count against the number of ranger spells you know. Holding one's breath is ineffective against the poison, as it
affects nasal membranes, tear ducts, and other parts of the
Herbalist Spells body.
Ranger Level Spell The damage increases by 1d4 when you reach 5th level
3rd purify food and drink (2d4), 11th level (3d4), and 17th level (4d4).
Smoke Bomb. As an action, you can throw this flask to a
5th aid point up to 20 feet from you, shattering it on impact. It creates
9th stinking cloud a 10-foot-radius sphere of smoke centered on the point of
impact. The sphere spreads around corners, and its area is
13th blight heavily obscured. It lasts for one minute or until winds (at
17th greater restoration least 5 miles per hour) disperses it.
Sludge Bomb. As an action, you can throw this flask to a
Alchemist point up to 20 feet from you, shattering it on impact. The
At 3rd level, you gain proficiency with herbalism kits and you ground in a 5-foot-radius centered on that point becomes
add double your proficiency bonus for any ability check you difficult terrain for one minute.
make using it. Also, the gold and time you must spend to Natural Resistance
create antitoxins and potions using an herbalism kit is halved. At 7th level, due to repeated exposure to alchemical mixtures
Volatile Mixtures and poisons, your body’s natural resistances have increased.
At 3rd level, as long as you have an herbalism kit, at the end of You gain proficiency in Constitution saving throws.
a long rest, you prepare five mixtures, chosen from the list Quick Mixing
below, in any combination. For example, you can prepare At 11th level, at the end of a long rest, you prepare an
three healing draughts and two quick coatings at the end of a additional number of mixtures equal to your Wisdom modifier
long rest. (total of 5 + your Wisdom modifier).
It is assumed that your mixtures are created from
ingredients foraged or gathered while traveling. Your mixtures Master Alchemist
lose their potency after 24 hours. At 15th level, you have mastered your mixtures’ recipes, and
Some mixtures require a target to make a saving throw to have learned to combine your ingredients to deadly
resist the mixture's effects. The saving throw DC is your effectiveness. Your mixtures gain additional effects:
ranger spell save DC. Healing Draught. You add your Wisdom modifier to the
List of Mixtures amount of hit points the draught restores.
The options for your Volatile Mixtures feature are presented Restorative Draught. In addition to curing one disease or
here. condition, the mixture also reduces the target's exhaustion
Healing Draught. This draught takes an action to drink or level by one.
administer to another creature. Creatures that drink this Quick Coating. When you roll damage for the quick
draught regains 1d6 hit points. This draught has no effect on coating, you can treat any 1 on a damage die as a 2.
undead or constructs. Poison Bomb. A creature who succeeds on the saving
The healing increases by 1d6 when you reach 11th level throw takes half the damage instead of no damage.
(2d6). Smoke Bomb. The smoke's radius increases to 15 feet, and
Restorative Draught. This draught takes an action to drink it lasts for up to 10 minutes. Winds can no longer disperse the
or administer to another creature. Creatures that drink this smoke.
draught is cured of either one disease or one condition Sludge Bomb. When a Large or smaller creature enters
afflicting it. The condition can be blinded, deafened, paralyzed, the sludge’s area for the first time on a turn or starts its turn
or poisoned. This draught has no effect on undead or there, that creature must make a Strength saving throw. On a
constructs. failed save, the creature is grappled by the sludge until the
Quick Coating. As a bonus action on your turn, you can start of its next turn.
coat one melee weapon or up to five pieces of ammunition
with a reactive alchemical mixture. Once applied, the coating
loses its potency at the start of your next turn.
A coated weapon or piece of ammunition deals an
additional 1d6 damage. The damage type is acid, cold, fire, or
poison (your choice).
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Nomadic Conclave Favored Terrain Features
Some rangers are tireless wanderers, with a hunger for Terrain Feature
exploring the world and traveling to new places. Explorers Cold damage you take is reduced by 3. You are
who take to the Nomad Conclave are hardened adventurers Arctic naturally adapted to cold climates, as described
who have no true home, always on the move towards distant in chapter 5 of the Dungeon Master's Guide.
lands and exotic locations.
You have a swimming speed of 30 feet. If you
Nomadic Magic Coast already have a swimming speed, it is increased
Starting at 3rd level, you learn an additional spell when you by 10 feet.
reach certain levels in this class, as shown in the Nomadic Fire damage you take is reduced by 3. You are
Spells table. The spell counts as a ranger spell for you, but it Desert naturally adapted to hot climates, as described
doesn't count against the number of ranger spells you know. in chapter 5 of the Dungeon Master's Guide.
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Ambuscade Weakness Exploit
At 15th level, you take two turns in the first round of combat: At 3rd level, you can share your knowledge to your
one on the initiative you rolled, and another on initiative count companions, giving them an edge against your favored
20. In the first turn you take in combat, you can only use your enemies. You can spend one hour teaching others tactics
action to take either the Attack or Hide action. In the against your favored enemies. The one hour you spend
succeeding rounds of combat, your initiative count is equal to teaching can be spent during a short rest. When you do so,
20 or the initiative you rolled, whichever is higher. You can't choose a number of friendly creatures up to up to your
use this feature when you are surprised. Wisdom modifier within 30 feet of you who can see or hear
you and who can understand you. The weapon attacks of your
chosen creatures deal an additional 1d4 damage against one
of your favored enemy types of your choice for 16 hours.
Note on Speed of the Wind Predator’s Instincts
The additional 10 feet is not doubled on a Dash At 7th level, when one of your favored enemies that you can
action as the Dash action lets you move equal to see attacks you, you can roll a d4 and subtract the number
your base movement speed, and this feature lets rolled from the attack roll. You must use this feature before
you move an additional 10 feet separate from your you know the outcome of the attack roll.
movement or your Dash. This feature and the
Drifter feature also cannot be used when you Dash Predatory Strike
or Disengage as a bonus action. At 11th level, you gain an additional favored enemy, as well as
an associated language. When you use the Attack action on
your turn and hit two weapon attacks on one your favored
enemies, you can make another weapon attack against the
Predator Conclave same target.
Some rangers learn to hunt their favored enemies even more Predator’s Resistance
effectively. They spend their lives honing their skills to a At 15th level, you have advantage on saving throws against the
deadly degree, and learn techniques to combat specific types spells and abilities used by your favored enemies.
of foes. Some train to hunt their prey because of their peoples’
culture, some because of necessity, and some even because of
a personal goal or mission.
Predator Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Predator
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
Predator Spells
Ranger Level Spell
3rd faerie fire
5th mind spike
9th glyph of warding
13th arcane eye
17th hold monster
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Shamanic Conclave Primal Wisdom
Some rangers attempt to attune further with the magic of the At 7th level, the spirits of nature lend you their guidance. You
wilds. They learn to harness the raw magic at work in the gain proficiency in Wisdom saving throws. If you already have
world and use it to protect the wilderness from those who this proficiency, you instead gain proficiency in Intelligence or
would threaten it. Some shamans use their magic to bring Charisma saving throws (your choice).
harmony between civilization and the wilderness, while others Nature’s Fury
see themselves fully as extensions of nature, as much part of it At 11th level, your mastery over both the martial and magical
as the trees of the forest or the beasts within. aspects of ranger lore lets you seamlessly shift between both
Shamanic Magic in battle. When you take the Attack action on your turn, you
Starting at 3rd level, you learn an additional spell when you can replace one of your attacks and instead cast a ranger spell
reach certain levels in this class, as shown in the Shamanic with a casting time of one action. The spell must be a cantrip
Spells table. The spell counts as a ranger spell for you, but it or a 1st-level spell.
doesn't count against the number of ranger spells you know. Forest’s Fortitude
Shamanic Spells At 15th level, your body’s link to the energies of nature lets you
shrug off blows easier in battle. When you take damage, you
Ranger Level Spell can use your reaction to gain a number of temporary hit
3rd entangle points equal to twice your Wisdom modifier.
5th flaming sphere
9th erupting earth
13th control water Note on Forest’s Fortitude
17th control winds Remember that temporary hit points do not stack
with each other, even if they come from the same
source. When you use this feature while you still
Shamanic Spellcasting have temporary hit points, you choose to use either
At 3rd level, you gain the ability to attune to and harness the the old total or the new one.
magic of nature deeper than most rangers. When you learn or
replace a ranger spell when you gain a ranger level, you can
learn a spell from either the druid or ranger spell list. If you
learn a spell that is not on the ranger spell list, the spell is
nonetheless a ranger spell for you.
Cantrips. You learn a cantrip of your choice from the druid
spell list. You learn an additional druid cantrip of your choice
at 7th level and again at 15th level. These cantrips count as
ranger spells for you.
Ritual Casting. You can cast any ranger spell you know as a
ritual if that spell has the ritual tag.
Shamanic Focus
At 3rd level, your attunement to druidic practices combined
with your knowledge of ranger lore lets you imbue a wooden
weapon with natural magic to create a spellcasting focus only
you can use. You can conduct a ritual on a wooden club,
quarterstaff, or shortbow. The ritual takes place over the
course of one hour or a short rest. The weapon must be within
your reach throughout the ritual. At the end of the ritual, you
instil the weapon with your magic. You can use it as a
spellcasting focus for your ranger spells, and the weapon
becomes magical, if it isn’t already. You can perform the
somatic components of spells with your shamanic focus if you
are holding it.
You can have only one shamanic focus at a time.
Performing the ritual on a second weapon will end the magic
affecting the previous one.
As an action, you can expend a ranger spell slot to have your
shamanic focus grow piercing thorns which last for one hour.
When you hit with your shamanic focus while it is thorned, the
target takes an extra 1d4 piercing damage.
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Warden Conclave Earthstrength
Some rangers gain the ability to embody the power of nature At 3rd level, you can channel the energy of the earth to
itself, using the elements to defend and protect. These strengthen your attacks. Once on each of your turns, you can
wardens are fierce warriors of nature that safeguard the wilds use a bonus action on your turn to empower the next melee
from unnatural threats. Wardens have gained the ability to weapon attack you make before your turn ends. If your next
transform themselves using the forces of the elements and melee weapon attack hits a Huge or smaller creature, you can
nature, somewhat similar to a druid. force your target to make a Strength saving throw against
your ranger spell save DC. On a failed save, the target is
Warden Magic pushed up to 10 feet away from you. If the target fails the save
Starting at 3rd level, you learn an additional spell when you by 3 or more, you can choose to knock it prone instead of
reach certain levels in this class, as shown in the Warden pushing it away.
Spells table. The spell counts as a ranger spell for you, but it Lifespirit
doesn't count against the number of ranger spells you know. At 7th level, you can all upon the energy of fey spirits to mend
Warden Spells the wounds of yourself or your allies when you are
endangered. When you take damage from a hostile creature,
Ranger Level Spell you can use a reaction to choose a creature within 30 feet of
3rd armor of Agathys you, including yourself. The chosen creature regains a number
5th warding bond
of hit points equal to half the damage you took, up to a
maximum of 25 points of healing. You can use this feature a
9th erupting earth number of times equal to your Wisdom modifier. You regain
13th storm sphere
all expended uses on a long rest.
17th wall of stone Elemental Guardian
At 11th level, you can channel the elements to retaliate against
Wildblood your enemies. When a hostile creature you can see damages
At 3rd level, as a bonus action on your turn, you assume the another creature you can see within 30 feet of you (including
form of a primal guardian of nature. You manifest bestial yourself), you can use a reaction to make one weapon attack
features of a creature of your choice – for example, your feet against the hostile creature. All damage dealt by the weapon
turn into powerful hooves and you grow fearsome horns if you becomes cold, fire, or lightning damage (your choice).
assume the form of a ram, the forked tongue and thin pupils Stormheart
of a serpent, or the snout, sharp claws, and fangs of a bear.
Regardless of your choice, you gain the following benefits At 15th level, even the elemental strength of the storm is yours
while transformed: to command. Using a bonus action on your turn, you can make
strong winds blow around you in a 20-foot radius. You can
Your form gives you increased physical ability. You can use also create the winds when you enter your warden form. The
Dexterity instead of Strength for the attack and damage wind’s area moves with you, remaining centered on you.
rolls of your unarmed strikes using your hands. If you have When the winds appear, you can designate any number of
two free hands, when you use the Attack action on your creatures you can see to be unaffected by it. The wind’s area is
turn and make an unarmed strike, you can make another difficult terrain for affected creatures. The winds expire if you
unarmed strike as a bonus action. If your wildblood form are knocked unconscious, drop to 0 hit points, or die, or if you
grows claws, unarmed strikes using your claws deal disperse them (no action required).
slashing damage instead of the normal bludgeoning.
The primal energy of your transformation empowers your
attacks. Your weapon attacks count as magical for the
purpose of overcoming resistance and immunity to
nonmagical attacks and damage and deal an extra 1d4
damage.
If you are not wearing heavy armor, you gain a +1 bonus to
your AC.
You gain the keen senses of wild beasts. You gain
advantage on Wisdom (Perception) checks that rely on
sight or smell.
Your wildblood form lasts for one minute. You are
considered a shapeshifter while in your wildblood form. It
ends early if you end it as a bonus action on your turn, become
unconscious, drop to 0 hit points, die, or if your form is
dispelled (as in the moonbeam, dispel magic, or antimagic
field spells).
You can assume your wildblood form twice. You regain all
expended uses on a long rest.
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Variant Rules Black Bear Companion
The black bear stat block from the Monster Manual calculates
Favored Enemy Languages its attack bonuses either incorrectly or in a different way than
most other stat blocks. Its Perception bonus seems to indicate
Languages per Favored Enemy Type a +2 proficiency bonus. It has a +2 Strength modifier and uses
Favored Favored it for its damage roll correctly. However, its attack bonus is
Enemy Language Enemy Language only +3, rather than the expected +4. This is either an error, a
Aberrations Deep Speech Elven or
specific exception to the usual creature design, or its
Fey
Sylvan
proficiency is actually only +1 and it has expertise on
Beasts — Perception.
Celestials Celestial Fiends
Abyssal or If you want to use a black bear as your companion, calculate
Infernal its attack bonus normally: its Strength modifier plus your
Constructs — Giants Giant proficiency bonus.
Dragons Draconic Monstrosities — Shamanic Conclave: Variant
Aquan, Auran,
Elementals Ignan, Terran,
Oozes — Shamanic Foci
or Primordial Plants Vegepygmy The weapon types that the Shaman’s focus can affect was
Undead — done for balance and thematic reasons. Allowing reflavoured
daggers or shortswords (or other weapons with a 1d6 or
lower damage die) as wooden tonfas or batons will not
imbalance the class.
Beast Conclave: Expanding As a special reward, your DM might decide to allow you to
Companion Options turn a different weapon type other than a club, quarterstaff, or
shortbow into your shamanic focus, as long as they are
Depending on the nature of your campaign, the DM might wooden. This may involve finding a craftsman specialized in
choose to expand the options for your animal companion. As a creating wooden weapons out of difficult to obtain magical
rule of thumb, a beast can serve as an animal companion if it materials, learning how to craft them yourself through finding
is Medium or smaller, has 15 or fewer hit points, and cannot and studying a lost ancient crafting technique, or simply
deal more than 8 damage with a single attack. In general, that finding wooden variants of weapons as loot on your
applies to creatures with a challenge rating of 1/4 or less, but adventures. Acquiring such weapons may be quests by
there are exceptions. themselves. For example, you might find a wood-elf shaman
deep in the fey forests that knows how to create a wooden
longsword or glaive using magical wood that is as strong as
metal!
Variant: PHB Companion Options
You can choose a beast that is no larger than
Medium and that has a challenge rating of 1/4 or
lower for your animal companion.
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