Alpine Adept

You are amazingly surefooted. You gain a 30-foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your Ranger level. If you already have a climbing speed it increases by 10 feet.

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Aquatic Adept

You can swim through the water like a native creature of the sea. You gain a 30-foot swimming speed, and while you are underwater, you can hold your breath for up to 1 hour. If you already have a swimming speed it increases by 10 feet.

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Arctic Adept

You have adapted to the frozen tundra. You gain resistance to cold damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of arctic environments.

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Desert Adept

You have adapted to scorching deserts. You gain resistance to fire damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of desert environments.

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Favored Foe

Prerequisite: 3rd-level Ranger You are especially adept at studying, tracking, and hunting a specific type of enemy. Choose one creature type, two races of humanoid (such as gnolls and orcs), or one organization (like a thieves’ guild or an evil cult) as your Favored Foe. Whenever you make a Wisdom check to hunt or track, or an Intelligence check to recall knowledge about a Favored Foe, you can treat a roll of 9 or lower on the d20 as a 10. You can choose to learn this Knack more than once, but you must choose a new Favored Foe each time you do so.

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Fell Handed I

Prerequisite: 6th-level Ranger When you score a critical hit with a weapon attack against a creature, you have advantage on the next attack you make against that creature before the end of your next turn.

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Fell Handed II

Prerequisite: 9th-level Ranger, Fell Handed I When you score a critical hit against a creature, your critical hit range for attack rolls against that creature expands by 1.

For example, if you score a critical hit against a creature for the first time, you then score a critical hit on a roll of 19 or 20 when you make an attack roll against it, and so on.

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Hedge Knight I

Though you live in the wilds you still have some military training. You gain proficiency in heavy armor.

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Hedge Knight II

Prerequisite: 3rd-level Ranger, Hedge Knight I Though you are a wild wanderer you understand chivalry and politics. Whenever you make an Intelligence (History) or Charisma (Persuasion) check, you can use Wisdom in place of Intelligence or Charisma, respectively.

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Herbalist I

You have an extensive knowledge of plants and their healing properties. You gain proficiency with herbalism kits, and you automatically succeed on your Wisdom (Medicine) checks to stabilize creatures at 0 hit points if you use a herbalism kit.

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Herbalist II

Prerequisite: 3rd-level Ranger, Herbalist I You have learned to use natural plants and herbs to create healing salves. Over the course of a long rest, you can spend 1 hour using an herbalism kit to create one potion of healing. These potions of healing retain their potency until the end of your next long rest, at which point they become inert.

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Herbalist III

Prerequisite: 6th-level Ranger, Herbalist I, II When you use your herbalism kit to craft potions of healing during a long rest, you craft a number of potions of healing equal to 1 + your Wisdom modifier (minimum of 2).

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Jungle Adept

You have adapted to the jungles. You gain resistance to poison damage. Also, you and up to 10 creatures who travel with you have advantage on any saving throws they make to resist the hostile effects of jungle environments.

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Natural Regeneration

Prerequisite: 3rd-level Ranger During a short rest, you can recover spell slots of a combined level equal to your Wisdom modifier. Once you do, you must finish a long rest before you can use this feature again. Slayer I Slayer I Prerequisite: 3rd-level Ranger When you hit a creature with a weapon attack you can mark it as your Quarry as part of the attack, applying your Quarry damage bonus and other benefits to the damage roll.

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Naturalist I

You are an intuitive student of the wilderness. Whenever you would make an Intelligence (Nature) check in the wilderness, you can choose to make a Wisdom (Nature) check instead. Also, you can make Wisdom (Nature) checks as a bonus action to recall knowledge about one beast or plant you see.

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Naturalist II

Prerequisite: 6th-level Ranger, Naturalist I At the end of a long rest, you can attune to your surrounding environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment, you gain the following benefits: You have advantage on Wisdom (Nature) checks related to the local plants, animals, ecosystem, and weather. You find twice as much food when foraging or hunting. You cannot be surprised unless you are incapacitated. You have advantage on your initiative rolls so long as you are not surprised or incapacitated.

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Planar Adept

Prerequisite: 9th-level Ranger You have adapted to life on one of the great planes of the multiverse. Choose one plane from the table below (or the corresponding plane in your setting). You gain resistance to the corresponding damage type. Also, you and up to ten creatures who travel with you, have advantage on saving throws to resist the hostile effects of that plane.

PlaneDamage
Astral SeaRadiant
FeywildPsychic
MechanusForce
ShadowfellNecrotic
AirThunder
EarthAcid
FireFire
WaterCold

You can learn this Knack more than once, but you must choose a different plane of existence each time you do so.

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Rider I

Whenever you make a Wisdom (Animal Handling) check to control, train, or tame a mount, you can treat a roll of 7 or lower on a d20 as an 8. Also, dismounting from a trained mount only costs you 5 feet of your movement.

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Rider II

Prerequisite: 3rd-level Ranger, Rider I You gain the Mounted Warrior Fighting Style, and you can ride trained mounts that are equal to you in size or larger.

If you already know the Mounted Warrior Fighting Style you learn another Ranger Fighting Style of your choice.

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Rider III

Prerequisite: 6th-level Ranger, Rider I, II You are a master of mounted combat. When you are riding a mount and it is hit by an attack, you can use a reaction to become the target of that attack instead. Also, if your mount is forced to make a saving throw while you are riding it, you can use your reaction to grant it advantage on its roll.

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Slayer I

Prerequisite: 3rd-level Ranger

When you hit a creature with a weapon attack you can mark it as your Quarry as part of the attack, applying your Quarry damage bonus and other benefits to the damage roll.

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Slayer II

Prerequisite: 6th-level Ranger, Slayer I

Your tracking abilities have become supernaturally accurate. You can mark a creature as your Quarry by studying signs of its passing, such as tracks, that were left within 24 hours. Moreover, whenever you make a Wisdom (Perception) or a Wisdom (Survival) check to locate or track your Quarry, you can treat a roll of 7 or lower on the d20 as an 8.

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Slayer III

Prerequisite: 14th-level Ranger, Slayer I, II

When you hit a Quarry with a weapon attack, you can force it to make a Constitution saving throw against your Spell save DC. On a failed save, it is blinded, cannot speak, deafened, or restrained (your choice) until the start of your next turn. You can only use this feature on your Quarry once per turn. Stalker I Stalker I You are a master at remaining undetected in the wilderness. You have advantage on Dexterity (Stealth) checks you make to hide while you are in natural environments.

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Stalker I

You are a master at remaining undetected in the wilderness. You have advantage on Dexterity (Stealth) checks you make to hide while you are in natural environments.

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Stalker II

Prerequisite: 3rd-level Ranger, Stalker I You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.

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Stalker III

Prerequisite: 9th-level Ranger, Stalker I, II You cannot be tracked, even by magic. You are always under the effects of the nondetection spell, and you can’t be tracked by divination magic or magical means unless you wish to be.

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Stalker IV

Prerequisite: 14th-level Ranger, Stalker I, II, III You can ward yourself to briefly disappear from sight. When you take the Hide action, you, along with anything you are wearing or carrying, become invisible until the start of your next turn. This ends early if you attack or cast a spell.

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Strider I

You ignore the effects of difficult terrain imposed by natural environments, such as undergrowth, snow, or swamp. You also can’t become lost so long as you can see the night sky. Finally, you and up to 10 creatures who travel with you don’t have your travel slowed by natural difficult terrain.

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Strider II

Prerequisite: 3rd-level Ranger, Strider I Once in your sights, you pursue your enemies relentlessly. You can take the Dash action as a bonus action on your turn.

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Strider III

Prerequisite: 6th-level Ranger, Strider I, II You can surmount almost any obstacle that would block your path. Your walking speed increases by 10 feet, and you ignore the effects of any difficult terrain imposed by spells, magical phenomena, or any other supernatural effect.

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Strider IV

Prerequisite: 14th-level Ranger, Strider I, II, III

You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.

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Survivor I

Prerequisite: 6th-level Ranger Your time in the wilds has hardened your body. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).

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Survivor II

Prerequisite: 9th-level Ranger, Survivor I Your body can rapidly recover from injury. When you expend a Hit Die to regain hit points, you regain additional hit points equal to your Wisdom modifier (minimum of 1 hit point).

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Survivor III

Prerequisite: 14th-level Ranger, Survivor I, II When you make a death saving throw, you add your Wisdom modifier to the roll (minimum of +1). If the result of your roll is 20 or higher, it is as if you had rolled a 20 on the d20.

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Trapper

You can construct natural traps. Over the course of 1 hour, which can be during a short or long rest, you can use a knife, natural materials, and expend 10 feet of rope to craft a Trap. As an action, you can set one of these Traps in an adjacent unoccupied 5-foot space. The first Large or smaller creature to move into that space must succeed on a Dexterity saving throw against your Spell save DC or become restrained. As an action, the restrained creature, or another creature within 5 feet of it, can use an action to make a Strength check against your Spell save DC, freeing the creature on a success. As an action (separate from setting the Trap), you can hide the Trap. If hidden, a successful Intelligence (Investigation) against your Spell save DC is required to detect the Trap. Wild Insight I Wild Insight I You have a special insight into the mannerisms and sounds of wild animals. You can communicate with beasts as if you were always under the effect of a speak with animals spell.

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Underground Adept

You are especially skilled at navigating the winding tunnels under the earth. You gain darkvision out to a range of 60 feet. If you already have darkvision its range increases by 30 feet.

As an action you can close your eyes to gain tremorsense out to a 60-foot radius. In that radius, you can sense anything touching the ground. This special sense lasts for 1 minute, or until you open your eyes. Once you use this action you must finish a short or long rest before you can use it again.

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Wild Insight I

You have a special insight into the mannerisms and sounds of wild animals. You can communicate with beasts as if you were always under the effect of a speak with animals spell.

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Wild Insight II

Prerequisite: 3rd-level Ranger, Wild Insight I You have bound yourself with a minor nature spirit. You learn the conjure familiar spell. It is a Ranger spell for you and it is always prepared, but it does not count against the number of spells you prepare each day. When you cast this spell your summoned Familiar is always a Fey creature.

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Wild Insight III

Prerequisite: 9th-level Ranger, Wild Insight I, II The power of your Fey spirit grows. When you cast conjure familiar, it can take the form of a Beast of CR 1/2 or lower.ll ll

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Woodsman I

You are familiar with forests, trees, and raw timber. You gain proficiency with woodcarver’s tools, and you have advantage on ability checks to identify and construct things from wood.

Also, at the end of each long rest, you can use woodcarver’s tools and raw timber to craft a number of arrows, bolts, clubs, javelins, and quarterstaffs equal to your proficiency bonus.

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Woodsman II

Prerequisite: 3rd-level Ranger, Woodsman I You can easily see the strengths and weak points of wooden objects and creatures. You gain the following benefits:

  • You gain proficiency with carpenter’s tools. Anything you construct from wood has twice as many hit points.
  • If you hit a tree, raw timber, or a wooden structure with a melee weapon attack, it is an automatic critical hit.
  • If you hit a plant or wood construct with a melee weapon attack, you score a critical hit on a roll of 18 through 20.
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41 items under this folder.