People who are this class
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As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
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 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.
This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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 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.
Also at 1st 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.
This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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 when you reach 6th level and 10th level in this class.
Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.
You can also speak, read, and write 2 additional languages of your choice.
Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 2d8 + 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.
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.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Druidic Warrior. You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
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.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells 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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus (Optional)
At 2nd level, 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.
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.
This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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
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.
At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Conclave, Source
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
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 Attack action on your turn.
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.
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.
This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
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.
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.
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.
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.
Legendary Class
LV 21: Legendary Feat, Primal Retrofit (1), Hunter's Way (1)
LV 22: Mark Prey, Prized Trophies
LV 23: Decorated Equipment
LV 24: Legendary ASI/Feat
LV 25: Extra Attack, Primal Retrofit (2)
LV 26: Hunter's Way (2)
LV 27: Mass Hunt, Feral Senses
LV 28: Legendary ASI/Feat
LV 29: Predator's Mark, Hunter's Way (3), Primal Retrofit (3)
LV 30: Apex Predator
Spell Slots
Primal Retrofit
You can apply a Primal Retrofit to a weapon, armor, or shield within your reach during a short rest. An item can only have one retrofit, but there is no limit to the number of items you can apply them to. No creature other than yourself can benefit from an item's primal retrofits. To apply a retrofit, you must meet its Harvest requirements, which require killing the appropriate creature and spending at least a minute harvesting the necessary parts. You cannot harvest from a creature you did not personally kill. For example, Monster Teeth Lining requires harvesting from a Monstrosity of CR 1 or higher. A single creature can only retrofit one weapon using the slain monster. To retrofit another weapon, you need to kill a new monster. Over a short rest, you can remove a retrofit you put on an item off of it, and you can reuse the materials for a new item during a future short rest
Hunter's Way
You have begun to adapt the ways of a true hunter. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Mark Prey
You can mark creatures as your prey as a bonus action, which remains active until you mark another creature or the marked creature dies. You gain additional benefits like 1d8 additional damage when hitting your prey with a weapon attack, and 1d8 for Perception or Survival checks. You cannot be surprised by your prey, and you can mark a creature multiple times equal to your proficiency bonus. You can regain all expended uses upon completing a long rest, or expend a spell slot of 1st level or higher if you have no uses remaining. At certain levels, the die rolled for determining damage bonus and skill check bonuses against your prey increases. LV21 (1d8), LV23 (1d10), LV26 (1d12), LV30 (2d6)
Prized Trophy
Monsters have valuable parts beyond what can be retrofitted. Over 10 minutes, you can fashion a Prized Trophy from a creature you personally killed. There is no limit to the number of trophies you can make, but you cannot benefit from all of them simultaneously. To attune to your trophies, you must use your Trophy Slots, which start with 2 slots and increase as you reach certain levels in the Ranger class. At the end of a long rest, you can target any of your trophies within 30-feet of you and link yourself to them, taking up one of your trophy slots. You cannot link to more than you have trophy slots. While linked, you can use the trophies powers as described in its section. This link lasts until you complete a long rest, upon which you can choose to relink to a trophy or link to a new one. Other creatures cannot link to or benefit from your trophies
Decorated Equipment
Your equipment is adorned with more of your conquests. You may now apply up to two Primal Retrofits to a single piece of equipment. You may apply the same retrofit twice to a single piece of equipment, but they must have come from different creatures. At 27th level, you may now apply up to three Primal Retrofits to a single piece of equipment. You may apply the same retrofit thrice to a single piece of equipment, but they must have come from different creatures
Mass Hunt
You are no longer limited to hunting merely one creature at a time. You may now have up to two creatures marked at a time as your prey, gaining the benefits of your Mark Prey feature against both of them. When you use Mark Prey to mark a creature, you can mark two using a single usage, instead of just one. If using this feature would cause you to have more than two creatures marked as your prey, you choose which creatures are no longer your prey. Beginning at 30th level, you may now have up to three creatures marked at a time as your prey. When you use Mark Prey to mark a creature, you can mark three using a single usage, instead of just two. If using this feature would cause you to have more than three creatures marked as your prey, you choose which creatures are no longer your prey
Feral Senses
Your senses have honed to be like that of a monsters. You are aware of the exact location of invisible creatures within 30-feet of you provided you aren't blinded or deafened. When you attack a creature, your inability to see it does not impose disadvantage on your attack roll. Finally, you cannot have disadvantage on attack rolls against creatures marked as your prey. Disadvantage will still cancel out any advantage you had however
Predator's Mark
Your prey are never safe from you. You may now use Mark Prey as many times as you wish between rests
Apex Predator
Finally at 30th level, you are at the top of the food chain. You gain the following benefits:
-Against creatures marked as your prey, you may add your Ranger modifier (Minimum of 1) to your weapons attack and damage rolls
-You gain a +1 bonus to all ability checks for each one of your trophies you are linked to
-When you hit a creature with a weapon attack, you may end your link to one of your trophies to deal maximum damage to that creature instead of rolling
Amorphous Coating
You coat your armor with amorphous slime to allow you to squeeze through spaces much more easily.
Harvest. A creature with the amorphous trait (Such as most oozes)
Retrofit. A suit of armor
You can move through spaces large enough for creatures one size smaller than you without squeezing.
Armanite Claws
You adorn your weapon with the claws of an armanite, charging it with electrical energy.
Harvest. An Armanite
Retrofit. A melee or ranged weapon
Whenever you hit with an attack using the retrofitted weapon, the attack deals an additional 1d6 lightning damage. As an action, you may release a bolt of lightning that is 60- feet long and 5-feet wide. All creatures within the line must succeed on a Dexterity saving throw, suffering lightning damage equal to a number of D8's equal to twice your proficiency bonus on a failed saving throw, or half as much on a successful one. Once you release a lightning bolt with this feature, you cannot do so again until you complete a long rest. While you don't have the lightning bolt available, your weapon no longer deals bonus lightning damage.
Barbed Armor
You line barbs over your armor, harming both those who attempt to grapple onto you, and creatures whom you grapple.
Harvest. A Barbed Devil or any other creature with Barbed hide
Retrofit. A suit of armor
When a creature initiates a grapple against you, they suffer 1d10 piercing damage. They suffer this damage again at the start of each of their turns so long as they are grappling you. Whenever you initiate a grapple against a creature, that creature suffers 1d10 piercing damage. They suffer this damage again at the start of each of your turns so long as you are grappling them.
Beard Barbs
You wrap the barbed beard of a bearded devil around your weapon, imbuing it with hellish power.
Harvest. A bearded devil
Retrofit. A melee weapon
When you hit a creature with this weapon, it must succeed on a Constitution saving throw, becoming Poisoned until the start of your next turn on a failed saving throw. While poisoned from this feature, a creature can't regain hit points.
Chain Wrappings
You wrap the chains a chain devil once wore itself around you.
Harvest. A chain devil
Retrofit. Your unarmed strikes (So arms or legs)
You unarmed strikes have their reach increased by 10-feet, and they deal slashing damage instead of whatever damage type they'd normally deal. Their damage die becomes 2d6 if they were not already higher. When you hit a creature with an unarmed strike attack, you can choose to grapple them, causing the chains to surround them (Escape DC is the same as your Ranger DC) until the grapple ends, the grappled creature suffers 1d6 piercing damage at the start of each of its turns.
Corrosive Coating
You coat your armor in a corrosive layer of ooze slime, carefully applying it so the sizzling slime doesn't affect your armor.
Harvest. An ooze of any CR
Retrofit. A suit of armor
The first time a creature touches you or hits you with a melee weapon attack on its turn, it suffers acid damage equal to the harvested creatures CR (Minimum of 1)
Draconic Serration
You serrate your weapon with draconic energy by lining it with dragon claws or teeth.
Harvest. An Abishai, True Dragon or True Dragonkin (Such as a Half-Dragon) of any CR
Retrofit. A melee weapon
When you hit with your weapon, it deals +1 bonus damage. This is increased by +1 for every 2 CR the harvested creature had. This damage is the same type as the dragons associated typing (Such as fire for Red dragons or psychic for Emerald Dragons)
Dragonscale Plating
You harden your armor or shield by lining it with dragon scales.
Harvest. An Abishai, True Dragon or True Dragonkin (Such as a Half-Dragon) of any CR
Retrofit. A suit of armor or shield
Whenever you suffer damage of the dragons associated typing (Such as fire for Red dragons or psychic for Emerald Dragons) You reduce the damage taken by the harvested creatures CR. This reduction is applied before resistances. Additionally, whenever an Abishai, True Dragon or True Dragonkin forces you to make a saving throw, you gain a bonus to the saving throw equal to one fifth of the harvested creatures CR (Minimum of 0)
Ectoplasm Coating
You coat your armor with the ectoplasm of an incorporeal undead.
Harvest. A spectre, ghost or some other incorporeal undead.
Retrofit. A suit of armor
As an action, you may touch a wall and phase through it, appearing on the other side of the wall. If the wall is more than 1 foot thick, this feature fails and your action is wasted.
Essence of Change
You imbue your armor with the essence of a creature who could alter their form.
Harvest. A creature with the shapechanging property (Such as a mimic or doppelganger)
Retrofit. A suit of armor
As an action, you may transform your armors appearance, causing it to take on an appearance of your choice. It could look like normal clothing, or a different kind of armor entirely. Regardless of its new form, it retains its original statistics.
Fetid Lining
You adorn your armor with the hide of a creature that smelled horrible, granting your armor the same quality.
Harvest. A creature with the Stench property (Such as a Ghast, Troglodyte, or Stench Cow)
Retrofit. A suit of armor
When a creature starts its turn within 5-feet of you, they must succeed on a Constitution saving throw or become poisoned until the start of their next turn. On a successful saving throw, a creature is immune to this effect for 24 hours. Creatures that cannot smell automatically succeed on this saving throw.
Lingering Spores
You surround your armor in special spores harvested from a creature that could once produce them.
Harvest. A creature that can produce spores (Such as a Myconid or Vrock)
Retrofit. A suit of armor
As an action while wearing this armor, you can send out a wave of spores around you. All creatures within 15-feet of you must succeed on a Constitution saving throw or become Poisoned.
While poisoned from this feature, a creature suffers poison damage equal to the harvested creatures CR (Minimum of 1) at the start of each of their turns. They may repeat this saving throw at the end of each of their turns, ending the effect on a success.
Monster Teeth Lining
You line your weapon with the teeth of a powerful monster, causing it to pierce into the targets it strikes whenever you attack with it.
Harvest. A monstrosity of CR 1 or greater
Retrofit. A melee weapon
Whenever you hit with an attack using the retrofitted weapon, the attack deals bonus piercing damage depending on the CR of monster used.
CR 1-5 = 1d4
CR 6-10 = 1d6
CR 11-15 = 1d8
CR 16-20 = 1d10
CR 21+ = 1d12
Mummy Wraps
You wrap the cloth of a mummy around your fists, empowering your unarmed strikes.
Harvest. A mummy or mummy lord of any CR
Retrofit. Your unarmed strikes (So arms or legs)
While you have these bandage wraps on, your unarmed strikes deal an additional 1d6 necrotic damage on a hit, and they are considered magical for the purposes of overcoming immunity and resistance to damage. If you harvested this from a mummy lord, this is increased to 2d6. If a creature suffers any of the necrotic damage from these wraps, they cannot regain hit points until the end of their next turn.
Oblex Slime
You coat your weapon with the slime of an oblex, granting it some of the Oblex's memory draining properties.
Harvest. An adult or elder oblex
Retrofit. A melee weapon
Once per turn when you hit a creatue with the coated weapon, you may force them to make an Intelligence saving throw. On a failed saving throw, that creature must subtract 1d4 from all ability checks and attack rolls it makes until the end of your next turn. If harvested from an elder oblex, this die is instead 1d6.
Shadow Essence
You coat your armor in the shadowy essence of a creature of the night, allowing you to walk through shadows much more easily.
Harvest. A Shadow demon or another creature that gains benefits to Stealth checks while hiding within darkness.
Retrofit. A suit of armor
While in dim light or darkness, you gain a bonus to stealth checks equal to the harvested creatures CR. This bonus cannot exceed your proficiency bonus. Additionally, if your armor normally provokes disadvantage on stealth checks, it no longer does provided you are in dim light or darkness.
Shoosuva Stinger Shot
You add an attachment to your weapon that allows you to coat a single shot in the dangerous venom of a shoosuva.
Harvest. A Shoosuva
Retrofit. A ranged weapon
When you make a ranged weapon attack, you can infuse the ammunition with shoosuva venom. On a hit, the target must succeed on a Constitution saving throw or become poisoned. While poisoned this way, the creature is also Paralyzed. They may repeat this saving throw at the end of each of their turns, ending this effect on a successful saving throw. Once you use this feature, you cannot do so again until an hour has passed.
Silk Strengthening
You enhance your bowstring or whip with the hair of a korred, or the string from a powerful arachnid creature.
Harvest. A Korred or Spider of CR 1 or greater
Retrofit. A bow or whip
If the retrofitted item was a bow, its short range is increased by 10-feet times the harvested creatures CR, and its long range is increased by 40-feet times the harvested creatures CR. If the retrofitted item was a whip, it gains a +1 bonus to its damage rolls, increased by another +1 for every 2 CR the
creature had.
Slowing Feathers
You adorn your armor in feathers and overall make it more capable of surviving long falls.
Harvest. A creature with wings
Retrofit. A suit of armor
All falling damage you suffer is reduced by an amount equal to twice the harvested creatures CR.
Tarrasque Plating
You have adorned your armor in the hide of the mighty tarrasque, rendering you immune to many magics.
Harvest. A tarrasque
Retrofit. A suit of armor
You are immune to the Magic Missiles spell. You are also immune to all line spells and any spell that requires a ranged attack roll.
Vampire Fangs
You line the fangs of a vampire on your weapon, imbuing it with their life draining property.
Harvest. A vampire spawn or true vampire.
Retrofit. A melee weapon
Once per turn when you hit with an attack using the retrofitted weapon, the struck target loses maximum HP equal to the damage the attack dealt. This reduction lasts until they finish a long rest, they die if their hit point maximum becomes 0. If you harvested this from a true vampire, you may use it up to two times per turn.
Canny
Choose one skill. If you lack proficiency in the chosen skill, you gain proficiency in it. If you have proficiency in the chosen skill, you gain expertise in it. Additionally, you learn two languages of your choice. You may select this trait multiple times.
Colossus Toppler
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.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Ranger spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Druidic Warrior
You learn 2 cantrips of your choice from the druid spell list. They count as Ranger spells for you, and whenever you gain a level in this class, you may exchange one of these cantrips for another from the druid spell list. Additionally, when you take the attack action on your turn, you may substitute one of these attacks for casting a cantrip learned from this feature. The cantrip chosen cannot deal damage if cast through this feature.
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already.
Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to weapon's damage rolls equal to half your proficiency bonus (Rounded up)
Favored Foe
Upon choosing this combat trait, you may declare your favored foe. You may declare your favored foe from the following options:
Any creature type aside from humanoid, such as Fiends.
Any two subtypes, such as Shapechangers and Demons (DM discretion as to what classifies as a subtype)
Any three races of humanoids, such as Humans, Elves and Gnolls.
Whenever you hit your favored with a weapon attack with which you are proficient in, you may add your proficiency bonus to the damage roll.
Forceful Shot
When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.
Horde Breaker
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.
Offensive Shields
You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls. On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.
Poison Harvester
You gain proficiency in Poisoner Kits if you lack it. Additionally, you automatically succeed on checks made to harvest poison from a deceased or incapacitated creature.
Resilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Ranger level, your maximum HP increases by an additional 2 HP. You may select this trait multiple times.
Roving
You gain a climbing speed and swimming speed equal to your walking speed. Additionally, your movement speed is increased by 5-feet.
Sightless Warrior
You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Ranger spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Unarmed Hunter
The damage die for your unarmed strikes is 1d6 if it was not already higher. If you attack with two free hands, this die becomes 1d8.
Weapon Juggler
You can draw a weapon that has the thrown property as apart of the attack you make with the weapon. Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.
Wild Companion
You learn the Find Familiar spell, it is considered a ranger spell for you but does not count against your spells known. You may cast it without expending material components or spell slots, once you do you cannot do so again until you complete a long rest. When summoning a familiar from this feature, you may choose for it to be a Fey as opposed to its normal creature type.
Brutal Critical
Prerequisite: 23rd Level
Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.
If you have at least 26 levels in this class, you may select this feature a second time, rolling another die for your critical hits.
Evasion
Prerequisite: 23rd Level
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.
If you have at least 26 levels in this class, you may select this feature again. If you do so, it applies to all saving throws, not just Dexterity ones.
Fleeting Footwork
Prerequisite: 23rd Level
You can take the Dash or Hide actions as a bonus action.
Critical Improvement
Prerequisite: 25th Level
Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example) If you have at least 27 levels in this class, you may take this feature a second time, increasing your critical range for weapon attacks further (From 19-20 to 18-20 for example)
Slayers Counter
Prerequisite: 25th Level
When a creature marked as your prey as per your Mark Prey feature forces you to make a saving throw, you can use your reaction to make a weapon attack against that creature (They must be within your weapons reach) You make this attack immediately before making the saving throw. If your attack hits, your saving throw automatically succeeds, in addition to the attack's normal effects.
Unseen Hunter
Prerequisite: 25th Level
You cannot be tracked by nonmagical nor magical means, unless you choose to be. Additionally, as a bonus action or expending 2 legendary actions, you can magically become invisible until the end of your next turn. You may do so a number of times equal to your Ranger modifier (Minimum of 1) You regain all expended uses upon completing a long rest.
Babau Head
You have harvested the head of a Babau of any CR. You carry around the severed head of of a Babau in order to use its gaze that drains the strength from others. You must have a free hand to hold and use this.
Weaken. As an action or by expending 2 legendary actions at the end of another creatures turn, you can hold out the head and direct its gaze to a creature within 20-feet of you. That creature must succeed on a Constitution saving throw. On a failed saving throw, that creature deals only half damage with weapon attacks using strength for the next minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a successful one.
Cranal Trophy
You have harvested a piece of the brain of a creature of any CR that possesses the creature sense trait, such as an Ulitharid, Elder Brain or Brain in a Jar. You have preserved and bare the piece of brain matter in a way of your choice, such as it being on a ring or necklace.
Sense Creature. As a bonus action or by using one legendary action at the end of another creatures turn, you may send out a wave of psionic energy that senses mental activity. You are of the exact location of every creature within a number of feet of you equal to 30 times the harvested creatures CR. Creatures with an Intelligence score of 2 or less cannot be detected by this effect, nor can a creature under the effects of the Mind Blank spell or similar magic.
Decaying Head
You have harvested the head of a creature with a decaying gaze, such as a Bodak. You have removed the head of an applicable creature and use it to wield its decaying powers.
Decay. As an action or by expending 2 legendary actions at the end of another creatures turn, you may present the head to a creature you can see within 60-feet of you. That creature must succeed on a Constitution saving throw, suffering 3d10 necrotic damage on a failed saving throw, or half as much on a successful one. For every 6 CR the harvested creature had, this deals an additional 1d10 necrotic damage (4d10 at CR 6, 5d10 at CR 12, 6d10 at CR 18, ect)
Displacement Pelt
You have harvested the pelt from a Displacer Beast. The pelt takes on an appearance of your choice, whether that be boots, a cloak or gloves.
Displace. As an action, you may activate your pelts special abilities. While the pelt is active, all attack rolls have disadvantage against you. This effect ends once you are hit by an attack, and you must reactivate it. This effect also ends if your speed becomes 0.
Eye of the Beholder
You have harvested the eye of a Beholder of any CR that possesses the antimagic cone trait. You have inlaid the eye into a necklace or amulet that you can use to briefly wield the antimagic powers the eye once had. You wear this around your neck.
Erasure. As an action, you may project a cone of antimagic in a 30-foot cone. All magic within the cone is immediately dispelled, and any creatures concentrating on spells immediately have their concentration ended. Magic items caught within the cone lose all function until the end of your next turn. Once you use this feature, you cannot do so again until an hour has passed.
Fomorian Eye
You have harvested this from a Fomorian. You have taken the enlarged eye from a fomorian and turned it into a useful trinket that you can use to mimic its evil eye trait.
Evil Eye. As an action you can force a creature you can see within 60-feet of you to make a Charisma saving throw, suffering 6d8 psychic damage on a failed saving throw or half as much on a successful one.
True Curse. When you use Evil Eye, before the creature makes its saving throw, you can declare this to be a cursing eye. If the creature fails their saving throw, they suffer magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. You can only use this ability once per long rest.
Frightening Mask
You have harvested this from a creature of any CR with the horrifying visage trait or a similar ability based on a terrifying appearance (Such as a Banshee or Sea Hag) You have created a mask that captures the essence of the horrific appearance your prey once held.
Unsettle. As an action or by expending 2 legendary actions at the end of another creatures turn, you may force a creature that can see you within 60-feet of you to make a Wisdom saving throw. On a failed saving throw, they become Frightened, which lasts until they can no longer see you. A creature may repeat this saving throw at the end of the each of their turns, ending the effect on a successful one. Once a creature succeeds on their saving throw against this effect, they become immune to it for 24 hours. If you harvested this from a creature of CR 9 or greater, you may use this ability as a bonus action instead, and you only need to expend 1 legendary action to use it.
Giant Trinket
You have harvested this from a giant within the ordning (Hill Giant, Stone Giant, Frost Giant, Fire Giant, Cloud Giant or Storm Giant) You have adorned yourself with a special trinket that grants you superior physical abilities. You can link yourself to as many Giant Trinket trophies at a time as you wish (Provided you are still within your Trophy Limit)
Bulk Up. You gain a +1 bonus to athletics checks you make, this bonus is increased by +1 for every 2 CR the harvested creature had.
Superior Lift. Your carrying capacity increases by an amount equal to ten times the harvested creatures CR.
Kraken Staff
You have harvested this from a kraken. You have turned part of a kraken into a mighty staff that you can use to produce dangerous bolts of lightning.
Lightning Blast. Whenever you would make an attack while holding the staff in one of your hands, you can instead force a creature within 120-feet of you that you can see to make a Dexterity saving throw. A target suffers 4d10 lightning damage on a failed saving throw, or half as much on a successful one.
Lamia Hand
You have harvested this from a lamia of any CR. You have preserved the hand of a lamia and are capable of using it to mimic the powers the touch held when attached to the lamia.
Intoxicating Touch. You may make a weapon attack using the hand, you are proficient in this attack and you use your Strength or Dexterity for it (Your choice) on a hit, instead of dealing damage, the target becomes cursed for 1 hour. While cursed, the creature has disadvantage on all Wisdom saving throws and all ability checks.
Magic Ward
You have harvested this from a creature of any CR that possesses the Magic Resistance trait. You have adorned yourself with a special trinket that acts as a ward against any harmful magic that may attempt to inflict itself upon you. You can link yourself to as many Magic Ward trophies at a time as you wish (Provided you are still within your Trophy Limit)
Magic Defense. You gain a +1 bonus to saving throws made against spells and other magical effects. For every 7 CR the creature had, this bonus is increased by +1 (+2 at CR 7, +3 at CR 14, +4 at CR 21, ect)
Mind-Breaker Skull
You have harvested the head of a Mind Flayer of any CR (This also includes Alhoons and Ulitharids) You have torn off the head of a mind flayer and use it to project its mind rending blast. You must have a free hand to hold and use this.
Mind Blast. As an action, you may cause the head to emit psychic energy in a 30-foot cone. All creatures within the cone must succeed on an Intelligence saving throw, suffering psychic damage on a failed saving throw, or half as much on a successful one. Creatures who fail their saving throw are Stunned until the end of your next turn. The damage this deals is equal to 1d8+1 for every point of your Ranger modifier (Minimum of 1d8+1) for example, if your Ranger modifier was +4, this would deal 4d8+4 psychic damage.
Monster Lasso
You have harvested the hair from a Korred or a Spider creature of CR 7 or higher (Such as a Bebilith) By gathering the hair/silk from the harvested creature, you have managed to weave together a lasso that's nearly unbreakable. You must have both hands free to properly use it.
Drag. In place of an attack, you can throw the lasso at a creature within 30-feet of you and force them to make a Strength saving throw. If the creature is one or two size categories larger than you they make this saving throw at advantage. If the creature is three or more size categories larger than you they automatically succeed. On a failed saving throw, the creature is pulled to an unoccupied space within 5-feet of you.
Nereids Mantle
You have harvested this mantle from a Nereid of any CR. You have taken the mantle that Nereids value over their own life. The mantle serves as a cloak you can wear.
Amphibious. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.
Water Lash. As an action or in place of two attacks, you can target a 5-foot cube of water within 60-feet of you and cause it to take a shape of your choice. A creature within 5- feet of this cube must then succeed on a Dexterity saving throw, suffering 4d6 + Your Ranger modifier in bludgeoning damage on a failed saving throw.
Obscuring Pelt
You have harvested this pelt from a creature that cannot be detected by divination magic or perceived via magical scrying sensors, such as a Crag Cat. You decide the appearance of this pelt, it could take the form of a pair of boots, gloves, or even a full on cloak.
Nondetection. You cannot be targeted nor detected by any divination magic or perceived through magical scrying sensors provided you are wearing the pelt.
Petrifying Eyes
You have harvested the eyes from a creature that has a petrifying gae. Such as a Medusa or Basilisk. You have taken the eyes of a creature whose gaze turns people to stone. Whether they are still attached to the head or removed is up to you.
Petrify. As an action you may force a creature who can see you within 60-feet of you to make a Constituton saving throw. On a failed saving throw, their speed is halved until the end of your next turn, as they begin to turn to stone. If a creature fails its saving throw against this effect three times within a minute, it instead becomes Petrified as it is turned to stone. It remains petrified until freed by greater restoration or similar magic.
Poison Producer
You have harvested a venom sac or stinger from a creature that naturally produces poison. Such as an Imp, Wyvern or Purple Worm. Using this poison producer, you are able to coat your weapons in the fetid slaughter water.
Coat Weapon. As an action, you may coat one of your weapons or up to three pieces of ammunition in the poison of the creature this was harvested from. The poison lasts for 1 hour until it dries. On a hit with the weapon or ammunition, the target must succeed on a Constitution saving throw, suffering poison damage on a failed saving throw, or half as much on a successful one. The poison damage this deals is the same that the harvested creature would've dealt (For example, harvested from an Imp this would deal 3d6, while harvested from a Wyvern this would deal 7d6) This poison doesn't have any additional properties that the creatures poison may've had, it only deals damage.
Limited Producer. You may only use this item to produce poison a number of times equal to half your proficiency bonus (Rounded down) After the item has not been used to produce poison for 8 hours, it regains one usage.
Regenerating Jerky
You have harvested and cured the flesh of a creature of any CR with the regeneration trait, such as a troll. This jerky takes on an appearance of your choice, it is safe for you to eat and harbors no diseases, but it is up to you to improve its taste.
Emergency Provisions. As an action or by expending 2 legendary actions at the end of another creatures turn, you may take a bite of this jerky and swallow it. You regain hit points equal to the harvested creatures CR + the harvested creature Constitution modifier. You may use this action a number of times equal to your Ranger modifier (Minimum of 1) After the jerky has gone 4 hours without being bitten, it regains one expended usage.
Rusting Antenna
You have harvested the antenna from a rust monster, and use it to dampen the effects of metal around you. These antenna are kept as a trinket, whether they are hidden in your pockets, worn on your head or kept as a necklace.
Metal Decay. All armor, shields and weapons made of metal within 5-feet of you (Including your own equipment) suffer a -1 penalty to their AC if it is armor or a shield, or a -1 penalty to its attack and damage rolls if it is a weapon. These detriments only apply so long as the equipment is within 5-feet of the antenna.
Skull Crown
You have harvested and fashioned a crown from the skull of a powerful undead that leads other undead, such as a Lich or Skull Lord. You decide the appearance of the crown, it is mostly made from bone matter.
Recognize Authority. Undead of a CR equal to or lower than your proficiency bonus see you neutrally, they will not attack you unless you attack them first.
Undead Thralls. You have the spells Animate Dead and Create Undead always prepared, and they are considered ranger spells for you. If you are ever not linked to the crown, all undead created from your castings of those spells immediately become hostile.
Supernatural Pelt
You have harvested and fashioned a garment of clothing from the pelt of a Devil or Therianthrope of any CR You decide the appearance of this pelt, it could take the form of a pair of boots, gloves, or even a full on cloak.
Moons Defense. At the start of each of your turns, you may choose either Bludgeoning, Piercing or Slashing damage. You gain resistance to the chosen damage type until the start of your next turn. This resistance only applies to nonmagical damage of the chosen type. If a weapon is silvered, it also ignores this resistance. If you made this using the pelt of a devil or therianthrope that is CR 13 or higher, you instead gain immunity to the chosen damage type (Magical and Silvered damage still ignores it however)
Totem of the Undying
You have harvested and fashioned a totem from a creature of CR 15 or higher who has a powerful way to cheat death. Such as a Lich with their phylactery or a Mummy Lord with their heart. You carve a totem out of the harvested creature, you decide its appearance but it is a small object made from parts of the harvested creature.
Lay Totem. As an action, you may place the totem in an unoccupied space within 5-feet of you and have it activate. While the totem is activated, you remain linked to it even if you complete a long rest (It still takes up one of your trophy slots as normal) You cannot unlink to the totem while it is activated, you can unactivate it as an action (Regardless of distance from the totem) While the totem is activated, if it suffers any damage, it is immediately destroyed, and you must fashion a new one from a new creature.
Return from Death. While the totem is activated, if you would be reduced to 0 HP or die, you can choose to trigger this ability. Your body and all of your equipment immediately disintegrate. 24 Hours later, you return to life in an unoccupied space within 5-feet of the totem, having all of your equipment and having gained the benefits of a long rest. Your body is in the same state it was in when you initially laid the totem (Any limbs you were missing when you laid it are still missing, but you regain any limbs you have lost since laying it) Once this feature activates, it cannot activate again until a number of weeks have passed equal to 60 - the harvested creatures CR. This timer only counts down while you are linked to the totem.
Yugoloth Organ
You have harvested this organ from a Yugoloth that has the teleport action of any CR. This special trophy allows you to use a Yugoloths power of teleportation provided it is on your person.
Teleport. As an action, you may teleport to an unoccupied space you can see within 15-feet of you. This teleportation distance is increased by 5 times the harvested creatures CR. You may also use this ability at the end of another creatures turn by expending 3 legendary actions.