Class
Ranger
Official reference · PHB · 2014
- Hit die
- 10
- Spellcasting
- 1/2
- Subclass title
- Ranger Archetype
Level progression
| Level | Proficiency Bonus | Spells Known | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots | 5th-level slots |
|---|---|---|---|---|---|---|---|
| 1 | +2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | +2 | 2 | 2 | 0 | 0 | 0 | 0 |
| 3 | +2 | 3 | 3 | 0 | 0 | 0 | 0 |
| 4 | +2 | 3 | 3 | 0 | 0 | 0 | 0 |
| 5 | +3 | 4 | 4 | 2 | 0 | 0 | 0 |
| 6 | +3 | 4 | 4 | 2 | 0 | 0 | 0 |
| 7 | +3 | 5 | 4 | 3 | 0 | 0 | 0 |
| 8 | +3 | 5 | 4 | 3 | 0 | 0 | 0 |
| 9 | +4 | 6 | 4 | 3 | 2 | 0 | 0 |
| 10 | +4 | 6 | 4 | 3 | 2 | 0 | 0 |
| 11 | +4 | 7 | 4 | 3 | 3 | 0 | 0 |
| 12 | +4 | 7 | 4 | 3 | 3 | 0 | 0 |
| 13 | +5 | 8 | 4 | 3 | 3 | 1 | 0 |
| 14 | +5 | 8 | 4 | 3 | 3 | 1 | 0 |
| 15 | +5 | 9 | 4 | 3 | 3 | 2 | 0 |
| 16 | +5 | 9 | 4 | 3 | 3 | 2 | 0 |
| 17 | +6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | 11 | 4 | 3 | 3 | 3 | 2 |
Class features
LEVEL 1
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: type=aberration, type=beast, type=celestial, type=construct, type=dragon, type=elemental, type=fey, type=fiend, type=giant, type=monstrosity, type=ooze, type=plant, or type=undead. Alternatively, you can select two races of type=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 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.
Favored Foe
1st-level ranger 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 concentration (as if you were 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 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 1d6 at 6th level and to 1d8 at 14th level.
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, 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.
Deft Explorer
1st-level ranger 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.
LEVEL 2
Fighting Style
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.
Spellcasting
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 10 for the general rules of spellcasting and 11 for the class=ranger.
Spell Slots
The Ranger table shows how many spell slots you have to cast your 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast 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.
Spellcasting Focus
2nd-level ranger optional feature
You can use a druidic focus 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.
LEVEL 3
Ranger Archetype
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.
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.
Primal Awareness
3rd-level ranger 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.
Primal Awareness Spells
| Ranger Level | Spell |
|---|---|
| 3rd | speak with animals |
| 5th | beast sense |
| 9th | speak with plants |
| 13th | locate creature |
| 17th | 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.
LEVEL 4
Ability Score ImprovementASI
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 feat.
Martial Versatility
4th-level ranger 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.
LEVEL 5
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
LEVEL 6
Favored Enemy and Natural Explorer improvements
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.
Deft Explorer Improvement
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.
LEVEL 7
Ranger Archetype feature
At 7th level, you gain a feature granted to you by your Ranger Archetype.
LEVEL 8
Ability Score ImprovementASI
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 feat.
Land's Stride
Starting at 8th level, moving through nonmagical 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 entangle spell.
LEVEL 10
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.
Nature's Veil
10th-level ranger 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 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.
Natural Explorer improvement
You gain an additional favored terrain.
Deft Explorer Improvement
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 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 exhaustion level, if any, is decreased by 1.
LEVEL 11
Ranger Archetype feature
At 11th level, you gain a feature granted to you by your Ranger Archetype.
LEVEL 12
Ability Score ImprovementASI
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 feat.
LEVEL 14
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.
Favored Enemy improvement
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.
LEVEL 15
Ranger Archetype feature
At 15th level, you gain a feature granted to you by your Ranger Archetype.
LEVEL 16
Ability Score ImprovementASI
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 feat.
LEVEL 18
Feral Senses
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.
LEVEL 19
Ability Score ImprovementASI
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 feat.
LEVEL 20
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.
Ranger Archetype
Beast Master
Level 3 · Beast Master
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.
Level 7 · Exceptional Training
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 Dash, Disengage, or 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.
Level 11 · Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Level 15 · Share Spells
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.
Hunter
Level 3 · Hunter
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.
Level 7 · Defensive Tactics
At 7th level, you gain one of the following features of your choice.
Level 11 · Multiattack
At 11th level, you gain one of the following features of your choice.
Level 15 · Superior Hunter's Defense
At 15th level, you gain one of the following features of your choice.
Gloom Stalker
Level 3 · Gloom Stalker
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.
Level 7 · Iron Mind
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).
Level 11 · Stalker's Flurry
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.
Level 15 · Shadowy Dodge
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 Walker
Level 3 · Horizon Walker
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.
Level 7 · Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the 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.
Level 11 · Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the 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.
Level 15 · Spectral Defense
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.
Monster Slayer
Level 3 · Monster Slayer
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.
Level 7 · Supernatural Defense
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 1d6 to your roll.
Level 11 · Magic-User's Nemesis
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.
Level 15 · Slayer's Counter
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.
Fey Wanderer
Level 3 · Fey Wanderer
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.
Level 7 · Beguiling Twist
7th-level Fey Wanderer feature
The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or 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 charmed or 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.
Level 11 · Fey Reinforcements
11th-level Fey Wanderer feature
The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. 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 concentration. If you do so, the spell's duration becomes 1 minute for that casting.
Level 15 · Misty Wanderer
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 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 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.
Swarmkeeper
Level 3 · Swarmkeeper
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.
Level 7 · Writhing Tide
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 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.
Level 11 · Mighty Swarm
11th-level Swarmkeeper feature
Your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you 3 until the start of your next turn.
Level 15 · Swarming Dispersal
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.
Drakewarden
Level 3 · Drakewarden
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.
Drakewarden Origin
| d6 | Origin |
|---|---|
| 1 | You 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. |
| 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. |
| 3 | A dragon gave you a geode or gemstone to care for. To your surprise, the drake hatched from that stone. |
| 4 | You ingested a few drops of dragon blood, forever infusing your nature magic with draconic power. |
| 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. |
| 6 | You 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. |
Level 7 · Bond of Fang and Scale
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:
- Drake Mount: 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.
- Magic Fang: The drake's Bite attack deals an extra 1d6 damage of the type chosen for the drake's Draconic Essence.
- Resistance: You gain resistance to the damage type chosen for the drake's Draconic Essence.
Level 11 · Drake's Breath
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 8d6 damage on a failed save, or half as much damage on a successful one.
This damage increases to 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.
Level 15 · Perfected Bond
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:
- Empowered Bite: The drake's Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage).
- Large Drake: 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.
- Reflexive Resistance: 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.
Tide Guardian
Level 3 · Tide Guardian
You scan the horizon, noticing imperceptible shifts in the movements of the water as you watch the movements of enemy vessels. Suddenly, the faint scent of ambergris and sulfur hits your nostrils, and your eyes dart to the right. You slide down the rigging and alert your shipmates: deep below the surface of the waves, a monster stirs. You are ready for it.
Perhaps you were a member of the Ottoman navy or Barbary corsairs, or the Genoese or Venetian navies. Or maybe you hail from commercial origins, as a fisherperson or merchant, or underneath the waves. Or perhaps you came to the sea later and fell in love with the mesmerizing blue of the Adriatic. You have committed yourself to traveling the waves and protecting the peoples who make the sea their home. You revere the sea in all its temperaments and help guard against evil incursions above or beneath the waves.
Level 3 · One with the waves
Expert Swimmer: When you choose this Archetype, you gain a swimming speed of 40 feet if it is not higher already.
Weapon Expert: You have a pool of Guardian Points equal to 2 times your proficiency bonus. For the rest of the day, whenever you miss an attack roll, you can use any number of Guardian Points for the attack roll and potentially turn the miss into a hit. Your expended points return when you finish a long rest.
Long Sight: You double your proficiency bonus in Wisdom (Perception) checks if you do not double it from another source, such as Expertise. If you do, choose another skill from Wisdom to double your proficiency bonus.
Arcane Bloom: You learn Barbarossa's underwater vitality cantrip and one other druid cantrip of your choice. Wisdom is your spellcasting ability modifier for both cantrips.
Level 3 · Tide Guardian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tide Guardian 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 Level | Spells |
|---|---|
| 3 | swim, Barborassa's tidal heave |
| 5 | Barbarossa's cold dispersion, mirror image |
| 9 | call lightning, glass explosion |
| 13 | control water, ice storm |
| 17 | cone of cold, conjure elemental (air or water) |
Level 7 · Speaker of the Waves
Your tie to the seas grows even stronger, and your ability to conjure its fury and passion intensify.
Improved Swim: Your swimming speed increases by 10 ft. You can also use a bonus action to Dash or Disengage when underwater or on water surface.
Expert Dive: You can cast water breathing without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
Wave Skipping: You can cast water walk targeting yourself once per day. The spell is added to your spell list and doesn't count against the number of spells you know.
Marine Friends: You can cast the speak with animals spell without expending a spell slot. It counts as a ranger spell for you, and you do not need it on your spell list. You can cast it without expending a spell slot a number of times equal to your Wisdom modifier and expended uses are restored when you finish a long rest.
Increased Aim: Once per day, after seeing the roll but before the GM lets you know the result of the attack roll, you can add +10 to the result if the attack was made with a weapon you are proficient with.
Level 11 · Whelm and Woe
You tap into the infinite power of the ocean depths.
Enhance Expert Dive: You can now cast Barbarossa's floating materials once per day without expending a spell slot. You also have advantage on any check related to pulling or pushing a creature into water, though the creature can be no more than one size larger than you.
Drowning Attack: When you hit with your Increased Aim feature, you can now attempt to capture the target in a 15 ft. watery sphere if it is no more than one size larger than you. After you deal damage with the weapon, the creature must succeed on a Constitution saving throw or be trapped in an orb of water. The creature is considered out of breath and has a number of rounds equal to its Constitution modifier before it drowns if it cannot breathe underwater. At the start of each of the creature's turns, it takes 1d8 bludgeoning damage and 1d8 cold damage, and then it can make a Strength saving throw to get out of the sphere. The sphere pushes other creatures away from it, and you must use your concentration to keep the creature trapped in the sphere.
Level 15 · Vengeance of the Seas
You have become the paragon of the sea's cataclysmic power. You can cast earthquake once without expending a spell slot and regain the ability to do so after 7 days.
Your drowning attack becomes more powerful. It now deals 1d10 bludgeoning damage and 1d10 cold damage.
Your swimming speed increases by 10 more feet.
Carnifex
Level 3 · Carnifex
A pale, stern figure with dark clothes walks slowly through the field of dead bodies. The curved blades are covered with blood, fresh from the lives just taken. The figure walks slowly, looking for signs of pain and suffering. The eyes deepen with sadness for lost lives, but they do not betray their feelings to any who might be watching. They hide their emotions behind a sense of duty, but these are not the eyes of a killer: the bandages from their fingers to elbows cover only the hardships of the road; their hood hides their seasoned hair and well-earned scars.
Souls do not disappear into the void. As a dweller on the edges where life withers and gloom is always painted with red, you know this better than most. You know the pain of suffering souls and those who die terrible deaths. Maybe you served a lord as their executioner; maybe you were a doctor who treated the heavily wounded; you may have served as a battlefield healer, or as a soothsayer in the woods. You are familiar with the passing of lives, and it is your duty to seek out the suffering ones, you are able to communicate with them better than most.
Level 3 · Soul Whisperer
At 3rd level, your connection with the ones that passed away manifests itself in your magic. You learn the grave whispers and spare the dying cantrips and can cast them at will, using your Wisdom as your spellcasting ability modifier. You can cast the speak with dead spell once, without expending a spell slot. You can't do so until you finish a long rest. When you cast this spell, the spell's 10-day restriction becomes 30 days for you and you can ask 2 more questions.
After you cast the speak with dead spell in this way, you gain an awareness and know if the creature has been killed or not. Each time you gain a subclass level, you gain another use of casting the speak with dead spell this way before taking a long rest.
In addition, when you reach certain Ranger levels, you learn the following spells. They are considered Ranger spells for you, and they do not count against the Ranger spells you know.
Carnifex Spells
| Ranger Level | Spell |
|---|---|
| 3 | fragments of death |
| 5 | Michelangelo's buried memories |
| 9 | sense spirit |
| 13 | Ficino's unity of the soul |
| 17 | hallow |
Level 3 · Mercy Kill
Your skills are honed in the borders of death, and you naturally enchant your attacks. When you hit a creature with a weapon, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn. If the creature is an undead, it takes an additional 2d4 damage.
When you kill a creature, you can choose to cast the gentle repose spell on it immediately without using a spell slot.
Level 7 · Necrotic Deny
Your ability to withstand death's pure negative energy has increased with time. When you or a creature within 30 ft. of you takes necrotic damage, you can use your reaction to grant it resistance to the necrotic damage until the start of your next turn.
In addition, when you hit an undead creature with an attack for the first time, it must make a Wisdom saving throw or be frightened of you for 1 minute or until it takes damage.
Level 7 · Proper Burial
The gentle repose spell's duration is one year when you cast it or cause it to happen like you can as explained in the Mercy Kill ability.
Level 11 · Necrotic Vengeance
You walk easily between life and death, and you can unleash your raw power of death upon your enemies. When an ally you can see within 60 ft. of you takes damage, you can use your reaction to expend a spell slot and cause the attacker to take the same amount of damage as necrotic damage. If the damage exceeds your Ranger level + Wisdom modifier, you must succeed on a DC 15 Constitution saving throw or fail this ability. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses of it when you take a long rest.
Level 11 · Sense the Grim
You can concentrate your inner abilities that are dwelling in the fringes of death and life on a creature that you touch. You must make a DC 15 Wisdom saving throw. On a success, you know if the creature's life is going to end in the next year or not. If it's less than one year, you know it, but you don't know exactly how long. This effect takes into consideration a natural lifespan, so it does not grant divine knowledge, nor does it work like fortune-telling.
Level 15 · Touch of Life
You can cast the unmake the undeath spell once, without expending a spell slot. You can't do so again until you finish a long rest. When you cast this spell, the material cost is halved for you.