Ranger

Ranger
Official Class – Revised Version: Unearthed Arcana

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Deadly Hunters
Warriors of the wilderness, rangers specialise in hunting the monsters that threaten the edges of civilisation – humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favoured foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasise speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independant Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilisation from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defence.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilisation’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build
You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Second, choose the outlander background.

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

 * Armour:  Light armour, medium armour, 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 armour
 * (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

Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured 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, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
 * You ignore difficult terrain.
 * You have advantage on initiative rolls.
 * On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
 * 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.

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.
 * Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Close Quarters Shooter (Unearthed Arcana). 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.
 * Defence. While you are wearing armour, you gain a +1 bonus to AC.
 * Duelling. 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.
 * Mariner (Unearthed Arcana). As long as you not wearing heavy armour 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 armour class.
 * Tunnel Fighter (Unearthed Arcana). 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.
 * Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Spell Slots
The Ranger table shows how many spell slots you have to cast your 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 or 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

Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognise you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favoured enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favoured enemies are present within 5 miles of you. This feature reveals which of your favoured enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favoured enemies within range, you learn this information for each group.

Ranger Conclave
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.
 * Beast Master Conclave
 * Gloom Stalker Conclave (Xanathar's Guide to Everything)
 * Horizon Walker Conclave (Xanathar's Guide to Everything)
 * Hunter Conclave
 * Monster Slayer Conclave (Xanathar's Guide to Everything)
 * Primeval Guardian Conclave (Unearthed Arcana)
 * Swarmkeeper Conclave (Unearthed Arcana)
 * Trainer of the Good Boi Conclave (Homebrew Subclass – Journey Back Home)
 * Watcher Conclave (Homebrew Subclass – Stories for Eeve)

Ability Score Improvement
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.

Greater Favoured Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Your bonus to damage rolls against all your favoured enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favoured enemy.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Feral 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.

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 favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves
Across the wilds, rangers come together to form conclaves – loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

Beast Master Conclave
Many rangers are more at home in the wilds than in civilisation, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Beast Master Magic (Homebrew Feature)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

Your animal companion gains the benefits of your Favoured Enemy feature, and of your Greater Favoured Enemy feature when you gain that feature at 6th level. It uses the favoured enemies you selected for those features.

Coordinated Attack
Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast's Defence
At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defence
At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Gloom Stalker Conclave
Xanathar's Guide to Everything

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.

Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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).

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.

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 Conclave
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.

Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, 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.

Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use 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.

Spectral Defence
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.

Hunter
Some rangers seek to master weapons to better protect civilisation from the terrors of the wilderness. Members of the Hunter Conclave learn specialised fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Magic (Homebrew Feature)
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter's Prey
At 3rd level, you gain one of the following features of your choice.
 * Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
 * Giant Killer. 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.
 * 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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics
At 7th level, you gain one of the following features of your choice.
 * Escape the Horde. Opportunity attacks against you are made with disadvantage.
 * Multiattack Defence. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
 * Steel Will. You have advantage on saving throws against being frightened.

Multiattack
At 11th level, you gain one of the following features of your choice.
 * Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
 * Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defence
At 15th level, you gain one of the following features of your choice.
 * Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
 * Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
 * Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Monster Slayer
Xanathar's Guide to Everything

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.

Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Supernatural Defence
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.

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.

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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Primeval Guardian
Unearthed Arcana

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.

These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Primeval Guardian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval 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.

Guardian Soul
Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
 * You undergo the following changes while in your guardian form:
 * Your size becomes Large, unless you were larger.
 * Any speed you have becomes 5 feet, unless the speed was lower.
 * Your reach increases by 5 feet.
 * You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.

Piercing Thorns
At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancient Fortitude
At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum

Rooted Defence
At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

Guardian Aura
Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Swarmkeeper
Unearthed Arcana

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts – be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful – if potentially disturbing – 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.

Swarmkeeper Magic
You learn the Mage Hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don’t count against the number of ranger spells you know.

Gathered Swarm
At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Writing Tide
At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
 * Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
 * You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
 * You gain a flying speed of 10 feet and can hover.

Scuttling Eyes
At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

Storm of Minions
At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centred on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.

Trainer of the Good Boi Conclave
Homebrew Subclass – Journey Back Home

You've got the Goodest Boi ever, and while it used to be a good doggo, now it's evolved into a Good Boi, and it's as special as special can be.

Good Boi Magic
Starting at 3rd level, your Good Boi learns how to cast spells (even if you didn’t know them), however, your Good Boi uses up your spell slots and spellcasting modifier when your Good Boi casts spells.

Your Good Boi learns an additional spell when you reach certain levels in this class, as shown in the Good Boi Spells table. The spell counts as a ranger spell for your Good Boi, but it doesn't count against the number of ranger spells you know.

The Making of a Goodest Boi
At 3rd level, your loyal pet takes on the mantle of a goodest boi. The Good Boi uses your proficiency bonus rather than its own. It’s ability scores and natural AC will follow those of the Blink Dog. Your Good Boi has proficiency in light armour, and all saving throws. For each level you gain after 3rd, your Good Boi gains an additional hit die (d8) and increases its hit points accordingly. Its alignment is Good. It has a movement speed of 30 feet, and uses your reaction as its action.

When you gain the Ability Score Improvement class feature, your Good Boi’s abilities can also increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Restoring a Good Boi
If your good boi is ever slain, you must spend one or two days performing a ritual personal to your Good Boi. This ritual consumes 50 gp worth of fine food (and treats or toys your Good Boi would’ve liked). This can be performed at any point after the Good Boi’s death. At the end of this ritual, your Good Boi is restored to the same age that it was upon death.

Bark the Evil
At 3rd level, your Good Boi can unleash a ferocious storm of holy barks to drive away evil. All evil-aligned creatures within 30 feet of you and that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 round or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's is on your property, it has disadvantage on the saving throw.

Coordinated Attack
Beginning at 5th level, you and your Good Boi form a more potent fighting team. When you use the Attack action on your turn, if your Good Boi can see you, it can use its reaction to make a melee attack.

Doggo's Defence
At 7th level, while your Good Boi can see you, it has advantage on all saving throws.

Therapy Doggo
Beginning at 11th level, your Good Boi’s presence can literally heal the mind, body, and soul. Whenever your Good Boi casts Calm Emotions, it automatically removes the Frightened, Paralysed, or Poisoned conditions, and makes that creature immune to those effects for the next minute.

Unwavering Loyalty
Starting at 15th level, if your Good Boi would drop to zero hit points while at least one allied creature that has called it a "good boi" within the last 24 hours is within 60 feet, it can make a Charisma saving throw with a DC equal to the amount of damage it has taken over its current hit points minus the number of qualifying allies in range. On success, it is instead dropped to 1 hit point.

Watcher Conclave
Homebrew Subclass – Stories for Eeve

Far from the natural surfaces and forests of the surface, the skies of Eeve have taught you differently they taught you to use an unfamiliar mechanical world to create weapons and tools to help you survive in the darkness where even the greatest flames flicker and die.

Clockwork Friend
Starting at 3rd level, you can create a mechanical familiar it can take the form of a bat, cat, hawk, lizard, owl, poisonous snake, rat, raven, spider, or weasel. The familiar has the statistics of the chosen form, though it is a construct instead of a beast. In combat, it rolls its own initiative and acts on its own turn. It can equip up to 1 module for the modular grappling hook, though if you chose to attach one you lose the option to use it in your own hook. A familiar can’t attack unless it is equipped with a module that allows it to do so.

When the familiar drops to 0 hit points, it is destroyed and must be remade with 20gp worth of gears and metal. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time.

Modular Grapple
Beginning at 3rd level, you experiment at creating gadgets and are able to make a Modular Hook. This hook can be created or repaired at the end of a short rest and has a range of 40 feet. The item counts as an accessory but requires a free hand to use. While you have the grappling hook you can perform several basic functions; Additionally, you can choose one module from the list below that can be replaced during a short or long rest after 10 minutes.
 * As a bonus action, you can pull yourself to a point in your direct line of sight within range.
 * As a bonus action, you can force a creature to make a Strength check against your spell save DC to resist being pulled 10 feet closer to you.
 * You gain a climbing speed of 40 feet.
 * As a bonus action, you can grab objects and use items that require simple movements.
 * Attack with your bonus action and deal 1d4 damage.
 * As a bonus action, you can force a creature to make a dexterity check or be knocked prone
 * As a bonus action, you can use the hook to grab an object and effectively attack with it dealing an additional 1d6 bludgeoning, slashing or piercing damage.
 * You can spend a reaction to intercept a ranged attack at an ally within range.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overwatch
Starting at 7th level, when a creature you can see enters within 60 feet of you and you are using a ranged weapon, you can choose to make an attack of opportunity with your reaction as if you were making an attack with your action. If you drop the creature to 0 hit points this way, you can make another attack at a creature you can see within 60 feet of you.

Compact Module
At 11th level, you have found a way to fit an additional module into your hook. During a short or long rest you can spend 30 minutes adding or changing a module you already have equipped from the list:
 * Sleep Dart. Force a creature to make a Constitution saving throw against your spell DC or be put to sleep until the end of their next turn
 * Disruptor Dart. You can target a point you can see within range and fire a dart that creates a 10-foot sphere of wild magic. Any creature casting in this area must roll a 1d20. On a 1 their magic goes wild and they must roll on the wild magic table. Any construct or creature that relies on magic to operate at the start of their turn moves in a 1d8 direction, attacking anything that crosses their path.
 * Sonar Dart. You can target a point you can see within range and fire a dart that reveals creatures and objects in a 20 foot radius from that point. If you attack a creature within this area, you deal an additional 1d6 damage.
 * Flamethrower. You shoot forth a plume of flame in a 15-foot cone and force creatures in the area to make a Dexterity saving throw, taking no damage on a failed save and 2d6 fire on a success.

Improved Modules
At 15th level, you can make improvements to your hook. During a short rest or long rest you can take 10 minutes to equip or change an equipped module from the list:
 * You replace your grappling hook with an arm that can freely twist and turn it has all the functions of the original hook but can freely move anywhere within range.
 * Your hook is outfitted with a healing syringe that restores a number of d8 hit points equal to your Wisdom modifier to a creature in range. You can use this feature 3 times per short or long rest.
 * You can deploy a portable 10 foot by 10foot platform at a point within range. If you choose, it can float and support up to 2 medium creatures or one large creature.
 * A second hook that allows you to perform complex movements and take up the same bonus action. Moving to a point if done with both arms catapults you forward to any point within a 60 foot cone.