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Stalker

OF COURSE WE CAN’T TRUST HIM, HE IS THE MURDERER, AFTER ALL. WAIT, YOU DIDN’T KNOW?

WELL, I CERTAINLY I WASN’T TRYING TO WITHHOLD THAT INFORMATION, I JUST THOUGHT THE WAY HE HELD HIS GOBLET MADE IT OBVIOUS.

--GWENDOLYN HOLMWOOD LAMPLIGHTER INSPECTOR-GENERAL

At first glance, you seem hopelessly out of place in an adventuring party, looking instead like a drab town dweller who has wandered into danger by mistake. You maintain a soft-spoken, rather nondescript demeanor, but this is only a facade, concealing keen senses, a shrewd mind, and remarkable insight. Only your closest friends realize the extent of your expertise in intelligence gathering. And that’s just the way you like it.

Stalkers serve as investigators, spies, informants, interrogators, and vigilantes. Unlike other rangers, you are just as at home in a crowded metropolis as you are in a wilderness setting.

Like all rangers, you are a master of the hunt, but when your prey can be as intelligent, sophisticated, or devious as yourself, hunting them is a far more complex task. You are experienced in solving intricate mysteries and bringing justice to the masterminds behind ambitious crimes. As comfortable stalking your quarry in a bustling city as a savage wilderness, you are no mere urban ranger, but a master of observation, deduction, and interrogation.

A ranger with the Stalker archetype has the kinds of perceptive and investigative skills normally reserved for a rogue, and the sort of disciplined intellect nurtured by wizards or bards. They specialize in studying the appearance and other clues they can discern in a particular criminal or other opponent, gaining decisive advantages in bringing that specific foe to justice.

STALKER MULTICLASSING

If you are using the optional multiclassing rules, rangers of this archetype gain a special benefit: they can substitute their Intelligence score for their Wisdom score when determining if they can be multiclass rangers.

Accurate Mind

When you choose this martial archetype at 3rd level, you gain proficiency in the Insight, Investigation, and Perception skills. If you are already proficient in one or more of these skills, you may substitute proficiency in any other Intelligence- or Wisdom-based skill for any skill in which you are already proficient. You add double your proficiency bonus to your passive Perception, passive Investigation, and passive Insight scores, instead of your normal proficiency bonus.

In addition, when you gain this feature, you may choose to make Intelligence your ranger spellcasting ability score, instead of Wisdom, if you wish.

Detect & Deduce

At 3rd level, your deductive insights are unmatched. You gain three detection dice, which are d6s. As long as you retain at least one detection die, whenever you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) check, you can roll one your detection die and add the number rolled to your check. This use of a detetction die does not expend it.

If you roll an ability check that includes your detection die roll, after you see the number rolled, but before the DM determines the result, you can expend one detection die to grant an additional +10 bonus to that roll. An expended detection die is regained whenever you finish a short or long rest.

At 9 th level, your detection dice turn into d8s. At 13 th level, they turn into d10s. At 17th level, they turn into d12s.

Stalker’s Mark

Also at 3rd level, you can focus all your deductive insights on a single target and analyze how they can be defeated.

As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check A creature that is your favored enemy has disadvantage on this opposed roll. If you succeed, you gain the following benefits against that creature:

  • You gain a bonus to damage rolls against the creature. The bonus equals your Intelligence or Wisdom bonus (whichever is higher, minimum 1).

  • Any attack roll you make against the creature is a critical hit on a roll of 19 or 20 on the d20.

  • If you reduce the creature to 0 hit points with any attack roll (melee or ranged), you can choose to knock the creature out instead of killing it. Make this choice the instant damage is dealt. A knocked out creature falls unconscious and is stable at 0 hit points.

  • If you retain at least one of your detection dice, when you make Wisdom (Insight) and Intelligence checks to discern information about that creature, or Charisma checks to influence them, you can roll your detection die and add the number rolled to your check. This use of a detection die does not expend it.

  • If the creature can hear and see you, as an action, you can attempt to instantly convince the creature not to act against your authority. You can expend a detection die and force the creature to make a Charisma saving throw. The DC equals 10 + your choice of your Wisdom or Intelligence modifier (if you are proficient in the Intimidation skill, you add your proficiency bonus as well). The creature has disadvantage on its saving throw if it has been reduced to half its hit points or fewer. If the creature fails, its speed is reduced by half, and every time it makes an attack roll against you or any ally you choose to include in this effect, it takes psychic damage equal to your proficiency bonus + your detection die roll. However, if you or any ally you included in this effect attack the creature, cast a spell that affects it, or compel it to make a saving throw, this effect ends at once.

These benefits only last for 1 minute. You can only gain these benefits against one creature at a time; if you use this feature on a new creature, any benefits you’ve gained against any other creature from this feature end immediately. You can only use this feature while you retain at least one detection die.

If you wish, when you use this feature on a creature as a bonus action, you can cast the hunter’s mark spell on the creature as part of the same bonus action, using a ranger spell slot to cast that spell as you normally would.

Penetrating Deduction

At 7th level, when you use your Stalker’s Mark feature on a creature you have spent at least 1 minute interacting with or observing outside of combat during the past hour, you have advantage on the Wisdom (Insight) check. In addition, when you use your Stalker’s Mark feature on a creature, you also learn something about them. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • An ability score of your choice

  • Armor Class

  • Current hit points

  • Total class levels (if any)

  • Levels in a particular class (if any)

  • At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Urban Hunter

At 7th level, when you are within 1,000 ft. of any settlement that has a population of 100 or more, you gain all the benefits of being within your favored terrain.

Twenty Moves Ahead

At 11th level, you can see through opponents’ deceptions and anticipate their actions. All Charisma (Deception) checks against you are made at disadvantage. If a creature that is the target of your Stalker’s Mark hits you with an attack roll, you can expend one of your detection dice as a reaction. You gain a bonus to your Armor Class against the triggering attack equal to your detection die roll. If the attack still hits, you have resistance against the damage it inflicts. If the attack misses, that creature provokes an opportunity attack from you. would.

Improved Detection

Beginning at 11th level, you gain a fourth detection die. At 15th level, you gain a fifth detection die, and at 18th level, you gain a sixth. would.

Reliable Deduction

Beginning at level, when a creature that you have successfully used your Stalker’s Mark feature on within the last hour is also the target of your hunter’s mark spell, you have advantage on attack rolls against that creature.

In addition, whenever you roll initiative and have no detection dice remaining, you regain 1 detection die.

Revised Ranger

Favored 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 favored 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 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, typically one spoken by your favored 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:

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. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

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. Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

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 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

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.

Defense While you are wearing armor, you gain a +1 bonus to AC.

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.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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 recognize 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 favored 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 favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance in miles from you.

If there are multiple groups of your favored 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 from the list of available conclaves. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Beast Conclave UA Many rangers are more at home in the wilds than in civilization, 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.

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 Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Companion Trait d6 Trait 1 I’m dauntless in the face of adversity. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 People see an animal and underestimate me. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things. Companion Flaw d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I growl at strangers, and all people except my ranger are strangers to me. 3 Any time is a good time for a belly rub. 4 I’m deathly afraid of water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.

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.

Gloom Stalker Spells Ranger Level Spells 3rd disguise self 5th rope trick 9th fear 13th greater invisibility 17th seeming 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.

Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse—especially benevolent dragons, fey, and elementals—that work to preserve life and the order of the planes.

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.

Spells Ranger Level Spells 3rd protection from evil and good 5th misty step 9th haste 13th banishment 17th teleportation circle 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.

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

Hunter’s Prey At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.

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. Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

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.

Spells Ranger Level Spells 3rd protection from evil and good 5th zone of truth 9th magic circle 13th banishment 17th hold monster 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.

Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Ranger Conclave feature At 5th level, you gain a feature granted to you by your Ranger Conclave.

Beast Conclave: Coordinated Attack Beginning at 5th level, you and your animal companion form a more potent fighting force. 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.

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

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

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

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

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

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

Ranger Conclave feature At 7th level, you gain a feature granted to you by your Ranger Conclave.

Beast Conclave: Beast’s Defense At 7th level, while your companion can see you, it has advantage on all saving throws.

Gloom Stalker: 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.

Horizon Walker: Ethereal Step At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

Hunter Conclave: Defensive Tactics At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.

Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. 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. Monster Slayer: Supernatural Defense At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

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.

Ranger Conclave feature At 11th level, you gain a feature granted to you by your Ranger Conclave.

Beast Conclave: Storm of Claw 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.

Gloom Stalker: 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.

Horizon Walker: Distant Strike At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Hunter Conclave: Multiattack At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.

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 a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Monster Slayer: 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.

Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

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.

Ranger Conclave feature At 15th level, you gain a feature granted to you by your Ranger Conclave.

Beast Conclave: Superior Beast’s Defense 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: 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: Spectral Defense At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Hunter Conclave: Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.

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: Slayer’s Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

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.

Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Foe Slayer At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Spell-less

Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: 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.

Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling such as foraging, navigating, or tracking, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

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.

Defense While you are wearing armor, you gain a +1 bonus to AC.

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.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Combat Superiority At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 17th level.

Saving Throws Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier your choice

Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For the next minute, 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.

Once you use this feature, you must finish a short or long rest before you can use it again

Poultices At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier minimum 1. You can carry a number of poultices at one time equal to your Wisdom modifier minimum 1. The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have rounded up.

Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

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

Additional Maneuvers At 5th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

Favored Enemy and Natural Explorer improvements At 6th level, you gain an additional favored terrain.

At 6th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Ranger Archetype feature At 7th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Land’s Stride Starting at 8th level, moving through nonmagical 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 those created by the entangle spell.

Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Additional Maneuvers At 9th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

Hide in Plain Sight Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity Stealth checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Natural Explorer improvement You gain an additional favored terrain.

Ranger Archetype feature At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Call Natural Allies Starting at 13th level, when you are in an area of your favored terrain, you can call natural creatures from that terrain to fight on your behalf, using your attunement to the natural world to convince them to aid you. The DM chooses beasts appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:

One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating ½ or lower Eight beasts of challenge rating ¼ or lower These beasts approach you from their current location, and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.

After 1 hour, these beasts return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same animals will not repeatedly heed your call.

Additional Maneuvers At 13th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

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

Favored Enemy improvement At 14th level, you choose one additional favored enemy, as well as an associated language. Your choice should reflect the types of monsters you have encountered on your adventures.

Ranger Archetype feature At 15th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Relentless Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Additional Maneuvers At 17th level, you learn one additional maneuver of your choice, which is chosen from the list of maneuvers available to fighters with the Battle Master archetype.

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.

Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger spell-less (Arcanis)

The WflRDGR He followed us for miles, though how he managed to sneak up behind us without Kvirk knowing I’ll never understand. The trees fell silent and though he never spoke, I sensed that he was keeping us in bow range. When he vanished amid a strange fog, Obser nudged me and winked. “Don’t be alarmed. He’s just one of the locals. ” The paragons of the Eloran race, these elorii dedicate their entire lives to the protection of their people and the perfection of their culture. These elorii do not waste their time on frivolous things such as petty hobbies or vocations. Instead, they travel far and wide hoping to learn more about themselves. Once they have attained this focus, the warder dedicates the rest of their very long lives to the service of the elorii people. Some warders patrol the forests of the Elorii Nations, while others leave the safety of Belisarda’s domain to remove threats to their people more directly. Race: Elorii Only Additional Proficiencies: When you take this archetype you gain proficiency in Religion. THE WARDER Ranger Level 3 Cantrips Known 2 -Spell Slots per Spell Level- 1st 2nd 3rd 4th 4 2 2 – – – 5 2 3 – – – 6 2 3 – – – 7 2 4 1 – – 8 2 4 1 – – 9 2 4 2 – – 10 2 4 2 – – 11 3 4 3 1 – 12 3 4 3 1 – 13 3 4 3 2 – 14 3 4 3 2 – 15 3 4 3 3 1 16 3 4 3 3 1 17 3 4 3 3 2 18 3 4 3 3 2 19 3 4 3 3 3 20 3 4 3 3 3

Sanctified Herbcraft Beginning at 3rd level you learn how to infuse your herbalism with divine magic. When applying ointment of healing to a creature you may, as a bonus action, expend a spell level slot to have all die rolls with results equal to or less then the spell level slot used increased to the spell level slot used +1. (Example: When healing someone for 3d6 you expend a 2nd level spell slot and any die roll of 1, 2, or 3 is treated as if you rolled a 4.) Divine Spellcaster Beginning at 3rd level you start to learn how to cast a small number of specialized cants invoking Belisarda’s blessings. Cantrips You know two cantrips of your choice from the warder spell list. You learn an additional cantrip once you reach 11th level. Preparing and Casting Spells The Warder 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. You prepare the list of warder spells that are available for you to cast, choosing from the warder spell list. When you do so, choose a number of warder spells equal to your Wisdom modifier + half your ranger level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spell casting ability score for warder spells. Your magic comes from your will and your convictions. 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 warder 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 Ritual Casting You can cast a warder spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a divine focus as a spellcasting focus for your warder spells. The Hunter’s Territory At 7th level you develop the ability to create an uncanny connection with the land. Once you have stayed in a particular area (a 20 mile range of natural, mostly wild, terrain) for more than a week you may develop a powerful bond with the area, making it your hunter’s territory. Creating this bond requires a ritual lasting at least 8 hours, which can be done while preforming a long rest. Once set you instantly know if you share your hunter’s territory with other elorii, and how many, but not their identity. While within your hunter’s territory you gain advantage on all Wisdom (Perception), Wisdom (Survival) and Dexterity (Stealth) checks. Once you reach 11th level, and as long as you are on the same continent as your hunter’s territory, any time a sentient creature enters your hunter’s territory it must make a Wisdom saving throw against your spell casting DC. Upon a failed save you are alerted of its entry into your hunter’s territory and the general area in which it entered. If your hunter’s territory is above ground this ability detects intruders to a height of 60 feet, if below ground within the Endless Dark your hunter’s territory extends up 30 feet or to right below the surface and 30 feet below. This bond remains as long as you spend at least one long rest a month within your territory, if you attempt to set another area as your territory, you must break the bond with your current territory. Additionally, when not within your hunter’s territory but operating within one of your favored terrains you gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks. Additional Fighting Style At 11th level, you can choose a second option from the Fighting Style class feature. Hunter’s Instincts Staring at 15 th level when you attack a creature by surprise who is set as your quarry you deal an additional 3d6 damage. Additionally, you may use a 4th level spell slot to cast tree stride while traveling within your territory and scrying to look in on any part of your territory. Warder Spell List CANTRIPS (O LEVEL) Guidance Mending Produce Flame Resistance IST LEVEL SPELLS Alarm Animal Friendship Cure Wounds Detect Magic Detect Poison and Disease Fog Cloud Goodberry Jump Longstrider Purify Food and Drink Speak with Animals 2ND LEVEL SPELLS Animal Messenger Call to Armsj Darkvision Find Traps Lesser Restoration Locate Animals or Plants Locate Object Pass without Trace Primal Senses‘j” Protection from Poison Silent Stepsj Spike Growth 3RD LEVEL SPELLS Daylight Nondetection Protection from Energy Speak with Plants Water Breathing Water Walk Wind Wall 4TH LEVEL SPELLS Freedom of Movement Locate Creature

Talon of the Hawk Within the secret society known only as the Sanctorum of the Arcane, there exists a smaller, even more secret sect called the Hawk. All know of its existence, yet its members remain shrouded in mystery. If there is anything that will make a Harvester reconsider their plans, it is the golden hawk pin that these rangers use to signify their allegiance. Talons of the Hawk train hard and study the Harvesters’ own techniques to better combat them. They have sworn that one day they will wipe the Sorcerer King from the face of the land. One day, mages will be free to reveal themselves. Until then, the Hawk shall not sheathe its talons. Additional Proficiencies: When you take this archetype you gain proficiency in Arcana. Race Restrictions You must possess the ability to be an Eldritch or Elder spell caster. Hunted by Ymandragore The Sorcerer King of Ymandragore hunts all arcane casters. Displaying your sorcerous skills openly or in a public setting is a sure way to end your career early. Spellcasting Beginning at 3rd level you start to learn how to cast a small number of arcane spells. You also learn how to manipulate the power of Creation and bend it to your will. Arcane Flexibility You gain 1 arcane point and gain more arcane points as you reach higher levels in this class, as shown in the Arcane Points column of the Talon of the Hawk table. You can never have more arcane points than shown on the table for your level. You regain all spent arcane points when you finish a long rest. See Chapter VI: Magic of Arcanis for more information on arcane points and how to use them. Cantrips You know two cantrips of your choice from the eldritch sorcerer spell list, or from the elder sorcerer spell list if you are capable of learning the Elder Tradition. You learn an additional cantrip once you reach 11th level. Metamagic One of the first lessons you were taught was how to properly hide your spell casting. You gain the Subtle Spell Metamagic option. You gain an additional Metamagic option at 11th level and again at 15th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. 143 Arcanis 5e • Chapter 2: Classes See Chapter VI: Magic of Arcanis for a complete list of Metamagic options and how to use them. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the eldrich sorcerer spell list. You can only select spells from the elder sorcerer spell list instead if you are capable of learning the Elder Tradition. The Spells Known column of Talon of the Hawk table shows when you learn more Talon of the Hawk spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th 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 Talon of the Hawk spells you know and replace it with another spell from the Talon of the Hawk spell list, which also must be of a level for which you have spell slots. Spellcasting Ability If you choose your Talon of the Hawk spells from the elder sorcerer spell list, your spellcasting ability is Intelligence. If you choose your Talon of the Hawk spells from eldritch sorcerer spell list, your spellcasting ability is Charisma. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your available, you can cast burning hands using either slot. Instinctive Counterspell At 3rd level, you can cast counterspell once without expending a spell slot, and regain the ability to do so after finishing a short or long rest. Mage Slayer At 7th level, while engaged in combat with spellcasters, you know the best moment to strike. Any time a creature casts a spell within your reach they provoke opportunity attack. Combat Caster At 11th level you have learned how to combine weapons and spells to devastating effect. When you take the Attack action you may cast a cantrip as a bonus action. Enhanced Counterspell At 15th level, you have become adept at rapidly gathering power to quickly interrupt spells. Any time you are required to make an ability check to successfully dispel or counter a spell, you may add half your proficiency bonus to the ability check.