Ambush Expertise
Prerequisite: Proficiency in Stealth
When the rest of your adventuring group follows your directions and remains within your Aura of Awareness, they can add your Wisdom modifier to their Dexterity (Stealth) checks. If you are traveling alone, you can move stealthily at a normal pace.
When you take the time to set up ambush and surprise your enemies, you can determine the placement of cover and other terrain elements on the map along with the DM.
Animal Companion
Prerequisite: Proficiency in Animal Handling
You have an animal companion that accompanies you on your adventures; choose from bird of prey, mount, or predator. The specific types of companions available depends on the DM’s campaign, though it should be a beast of CR 1/2 or less. Your animal companion acts independently of you, though you can direct its actions with a free Animal Handling check (the Difficulty determined by the situation and what you’re asking them to do). When not being directed it generally follows you. Your animal companion cannot be killed outright while you are alive; it can only be knocked unconscious and rendered dying. The animal can perform many tricks, such as: attack, come, fetch, guard, heel, retrieve, sit, “speak”, and withdraw. In addition, each category of animal companion has a unique trick it knows: lookout (bird of prey), stunt riding (mount), and track (predator).
Bird of Prey: This includes eagles, falcons, ravens, and in some campaigns less traditional winged creatures like flying snakes or bats. Birds of prey can serve as lookouts, circling above an area up to a square mile and screeching if hostile creatures are sighted.
Mount: In most campaigns this includes horses, and in some campaigns less traditional mounts like camels, elk, giant seahorses, or others. Mounts can perform a variety of riding stunts, in addition to carrying saddlebags and riders.
Predator: This includes wolves, hounds, bobcats, lynxes, and in some campaigns less traditional predators like blink dogs or wolverines. Predators can track by scent on their own using your Wisdom (Survival) score and can Help anyone attempting to track.
Your animal companion gains hit dice as you progress in levels. At every odd level (i.e. 3rd, 5th, 7th, and so on), your animal companion gains 1 extra hit die.
Animal Empathy
Prerequisite: Proficiency in Animal Handling
When facing a hostile beast (or pack of beasts of the same type), provided neither you nor your companions are being overtly threatening, you can make an Animal Handling check to calm the beast so that it does not attack you or your companions so long as you stay out of its territory or don’t otherwise antagonize it. The Difficulty of the check is determined by the DM. This requires you to present yourself to the beast unarmed and make gentle eye contact.
Armored
You gain proficiency in medium armor and shields, halve the time it takes to don or doff armor, and suffer no penalties when sleeping in armor.
Beast Speech
You can cast
speak with animals at will, without expending material components. This also allows you to mimic the sounds of any beast. You must have heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Intelligence (Nature) check allows a listener to determine that the sound is faked.
Enhanced Darkvision
You gain 60-ft darkvision and do not suffer disadvantage to Wisdom (Perception) checks made in dim light. If you already have darkvision, then increase the range by 60-ft.
Favored Enemy
Choose a favored enemy from the various types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids (select 2 specific races like orcs and goblins), monstrosities, oozes, plants, and undead. If your favored enemy has a particular language associated with it, you learn that language. Against your favored enemy, you have advantage on attack rolls, Intelligence checks to recall lore about them, Wisdom (Insight) checks, and Wisdom (Perception) checks. You also know any vulnerabilities of your favored enemy as well as their ecology and preferred lairs.
Favored Terrain
Choose a favored terrain from the following: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. In your favored terrain, you have advantage on Wisdom (Survival) checks and Dexterity (Stealth) checks, leave no trail and cannot be tracked. Additionally, each type of favored terrain gives you a special benefit:
Arctic: Your Constitution checks and saves against environmental cold are advantaged.
Coast: You can hold your breath for a number of minutes equal to 1 +
twice your Constitution modifier (minimum 2).
Desert: Your Constitution checks and saves against environmental heat are advantaged, and you can get by fine with one gallon of water in hot weather.
Forest: When foraging you yield twice the amount of food and water.
Grassland: In open clear conditions you can see twice as far as normal.
Mountain: You are immune to altitude sickness.
Swamp: Your Constitution checks and saves against disease are advantaged.
Underdark: You do not suffer disadvantage on Wisdom (Perception) checks due to dim light.
Followers (Beasts)
Prerequisite: 9th level
You gain loyal beast followers. You can use the tables below to generate your followers, rolling 3d6+your Charisma modifier times. The tables are divided according to terrain type, and you may roll on whichever table makes sense for your character and campaign. Your DM has the final say over what kinds of beast followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct (albeit usually limited by animal intelligence).
Arctic Followers (1d100)
1-10 | Snowy owl, or tern (CR 0) |
11-20 | Ermine, snow hare, snow mouse, use rat (CR 0) |
21-32 | Elk, caribou, reindeer, or musk-ox (CR 1/4) |
33-43 | Wolf (CR 1/4) |
44-52 | Wolverine, use giant badger (CR 1/4) |
53-60 | Blood hawk (CR 1/8) |
61-67 | Dire wolf (CR 1) |
68-73 | Giant elk (CR 2) |
74-79 | Polar bear (CR 2) |
80-86 | Saber-toothed tiger (CR 2) |
87-93 | Winter wolf (CR 3) |
94-99 | Yeti (CR 3) |
100 | DM’s option (e.g. selkie, abdominable yeti, remorhaz, werebear, mammoth) |
Aquatic/Coast Followers (1d100)
1-10 | Beaver, or sea otter, use badger (CR 0) |
11-20 | Osprey, duck, pelican, gull, blood hawk (CR 1/8) |
21-32 | Giant crab (CR 1/8) |
33-43 | Eel, use constrictor snake (CR 1/4) |
44-52 | Crocodile (CR 1/2) |
53-60 | Dolphin, use reef shark (CR 1/2) |
61-67 | Hippocampus or giant seahorse (CR 1/2) |
68-73 | Giant octopus (CR 1) |
74-79 | Swarm of quippers (CR 1) |
80-86 | Hunter shark (CR 2) |
87-93 | Plesiosaurus (CR 2) |
94-99 | Killer whale (CR 3) |
100 | DM’s choice (e.g. nixie, locathah, dragon turtle, merfolk, water elemental, giant shark) |
Desert Followers (1d100)
1-10 | Jackrabbit, hyena, or jackal (CR 0) |
11-20 | Owl or vulture (CR 0) |
21-32 | Camel (CR 1/8) |
33-43 | Bloodhawk or flying snake (CR 1/8) |
44-52 | Giant poisonous snake or giant lizard (CR 1/4) |
53-60 | Giant wasp or swarm of insects (CR 1/2) |
61-67 | Death dog or giant hyena (CR 1) |
68-73 | Giant spider (CR 1) |
74-79 | Giant vulture (CR 1) |
80-86 | Lion (CR 1) |
87-93 | Giant constrictor snake (CR 2) |
94-99 | Giant scorpion or phase spider (CR 3) |
100 | DM’s option (e.g. thri-kreen, moon dog, air elemental, couatl, sphinx) |
Forest Followers (1d100)
1-10 | Deer (CR 0) |
11-20 | Eagle, hawk, or owl (CR 0) |
21-32 | Ferret, fox, squirrel, raccoon, rabbit, skunk (CR 0) |
33-43 | Giant weasel or mastiff (CR 1/8) |
44-52 | Blink dog (CR 1/4) |
53-60 | Giant owl or swarm of ravens (CR 1/4) |
61-67 | Giant wolf spider (CR 1/4) |
68-73 | Black bear or wolf (CR 1/2) |
74-79 | Brown bear or dire wolf (CR 1) |
80-86 | Giant spider (CR 1) |
87-93 | Giant boar (CR 2) |
94-99 | Owlbear (CR 3) |
100 | DM’s option (e.g. centaur, dryad, satyr, treant, pixie, voadkyn, faerie dragon, unicorn) |
Grasslands Followers (1d100)
1-10 | Deer, goat, sheep, antelope, or cattle (CR 0) |
11-20 | Mouse, fox, chipmunk, gopher (CR 0) |
21-32 | Blood hawk or flying snake (CR 1/8) |
33-43 | Axe beak (CR 1/4) |
44-52 | Riding horse (CR 1/4) |
53-60 | Cockatrice (CR 1/2) |
61-67 | Worg (CR 1/2) |
68-73 | Giant eagle, giant vulture, or hippogriff (CR 1) |
74-79 | Lion or tiger (CR 1) |
80-86 | Ankheg (CR 2) |
87-93 | Griffon or pegasus (CR 2) |
94-99 | Rhinoceros (CR 2) |
100 | DM’s option (e.g. brownie, wemic, bulette, gorgon, manticore, couatl) |
Hill Followers (1d100)
1-10 | Deer, goat, or sheep (CR 0) |
11-20 | Eagle, hawk, or owl (CR 0) |
21-32 | Mastiff or mule (CR 1/8) |
33-43 | Elk or boar (CR 1/4) |
44-52 | Panther, cougar (CR 1/4) |
53-60 | Swarm of ravens or swarm of bats (CR 1/4) |
61-67 | Giant goat (CR 1/2) |
68-73 | Worg (CR 1/2) |
74-79 | Brown bear or dire wolf (CR 1) |
80-86 | Giant eagle or hippogriff (CR 1) |
87-93 | Giant elk (CR 2) |
94-99 | Griffon, pegasus, or peryton (CR 2) |
100 | DM’s option (aurumvorax, bulette, gorgon, wereboar, werewolf, chimera, wyvern) |
Jungle Followers (1d100)
1-10 | Giraffe, zebra, or antelope (CR 0) |
11-20 | Baboon (CR 0) |
21-32 | Parrot, cockatoo, or toucan (CR 0) |
33-43 | Flying snake (CR 1/8) |
44-52 | Constrictor snake or giant poisonous snake (CR 1/4) |
53-60 | Giant bat, giant frog, or giant centipede (CR 1/4) |
61-67 | Panther (CR 1/4) |
68-73 | Ape (CR 1/2) |
74-79 | Tiger (CR 1) |
80-86 | Giant constrictor snake or swarm of poisonous snakes (CR 2) |
87-93 | Rhinoceros (CR 2) |
94-99 | Elephant (CR 4) |
100 | DM’s option (e.g. giant ape, couatl, grippli, tabaxi, lizardfolk, weretiger, naga) |
Mountain Followers (1d100)
1-10 | Fox, mouse, squirrel, beaver (CR 0) |
11-20 | Goat, deer, or sheep (CR 0) |
21-32 | Blood hawk (CR 1/8) |
33-43 | Giant badger (CR 1/4) |
44-52 | Pseudodragon (CR 1/4) |
53-60 | Black bear or worg (CR 1/2) |
61-67 | Giant goat (CR 1/2) |
68-73 | Brown bear or dire wolf (CR 1) |
74-79 | Giant eagle or hippogriff (CR 1) |
80-86 | Lion, mountain lion (CR 1) |
87-93 | Giant elk (CR 2) |
94-99 | Griffon or peryton (CR 2) |
100 | DM’s option (e.g. aarakocra, galeb duhr, chimera, wyvern, air elemental, basilisk) |
Swamp Followers (1d100)
1-10 | Owl, heron, loon, or raven (CR 0) |
11-20 | Ferret, fox, otter, or muskrat (CR 0) |
21-32 | Frog or lizard (CR 0) |
33-43 | Giant rat (CR 1/8) |
44-52 | Poisonous snake (CR 1/8) |
53-60 | Giant frog or giant lizard (CR 1/4) |
61-67 | Swarm of bats or swarm of ravens (CR 1/4) |
68-73 | Swarm of rats (CR 1/4) |
74-79 | Crocodile (CR 1/2) |
80-86 | Giant spider (CR 1) |
87-93 | Giant toad (CR 1) |
94-99 | Swarm of poisonous snakes (CR 2) |
100 | DM’s option (e.g. naga, shambling mound, bullywug, lizardfolk, giant crocodile, hydra) |
Underdark Followers (1d100)
1-10 | Giant fire beetle (CR 0) |
11-20 | Stirge or giant rat (CR 1/8) |
21-32 | Giant bat or swarm of bats (CR 1/4) |
33-43 | Giant centipede or giant lizard (CR 1/4) |
44-52 | Rust monster (CR 1/2) |
53-60 | Swarm of insects (CR 1/2) |
61-67 | Fire snake or giant toad (CR 1) |
68-73 | Giant spider (CR 1) |
74-79 | Carrion crawler (CR 2) |
80-86 | Cave bear, as polar bear (CR 2) |
87-93 | Grick (CR 2) |
94-99 | Hook horror or phase spider (CR 3) |
100 | DM’s option (e.g. mongrelfolk, otyugh, myconid, roper, flumph, xorn, umber hulk) |
Followers (Humanoids)
Prerequisite: 9th level
You gain loyal humanoid followers. You can use the table below to generate your followers, rolling 3d6+your Charisma modifier times. Your DM has the final say over what kinds of followers fit his or her campaign. Your followers may accompany you on adventures or they may attend to other matters as you direct.
Humanoid Followers (1d100)
1-11 | 4 Bandits (CR 1/8) or 4 Guards (CR 1/8) |
12-36 | Scout (CR 1/2), any race from PHB |
37-43 | Stablemaster tending 6 warhorses (CR 1/2) |
44-50 | Kennelmaster tending 6 mastiffs (CR 1/8) |
51-57 | Dryad (CR 1) |
58-64 | Spy (CR 1), any race from PHB |
65-70 | Bandit Captain (CR 2), any race from PHB |
71-77 | Berserker (CR 2), any race from PHB |
76-81 | Druid (CR 2), any race from PHB |
82-87 | Knight (CR 3), any race from PHB |
88-91 | Veteran (CR 3), any race from PHB |
92-95 | Subdued Hill Giant (CR 5) or Werebear (CR 5) |
96-99 | NPC, custom-made (CR 4-6) with magic items |
100 | DM’s Option (e.g. mage, stone giant, assassin) |
Pathfinding
Prerequisite: 11th level
Once per day you can cast
find the path without expending material components.
Plant Speech
Prerequisite: 9th level
You can cast
speak with plants at will, without expending material components.
Poison Tolerance
Prerequisite: 9th level
You have advantage on saving throws against poison and have resistance to poison damage.
Poultices
Prerequisite: Proficiency in Medicine or herbalism kit
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 living creature, thereby expending its use, that creature regains hit points equal to their Constitution modifier plus your ranger level (minimum 1).
Reconnaissance
You are proficient with cartographer’s tool and you gain a spyglass. When using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a military unit or encampment such as battle standards, officers, numbers, siege weapons, etc.
Scrying Lore
You have been initiated into the mysteries of forgotten ways to discover secrets, specifically as pertains to remote-viewing, detection magic, and ancient lore.
- Learn a bonus language of your choice.
- Learn the guidance and true strike cantrips.
- You may cast any divination spell you find on a spell scroll. Use the PHB ranger spellcasting table and your Wisdom as your spellcasting ability when determining whether you can cast a spell of a particular level (see DMG page 200 for spell scrolls).
- If you acquire a magic item dealing with clairvoyance or divination like a crystal ball or wand of detection, you may attune to the item with just one round of undivided focus.
Sign Language
You learn a sign language that allows you to communicate strategies without speaking, even with those who do not understand the sign language, so long as whoever you’re communicating with is not hostile toward you, is within 60 feet of you, and can see your face and hands.
Trapping & Snaring
Given 30 minutes you can devise one of the following traps of your choice. Doing so requires access to raw materials, acquired in the wilds with a DC 10 Wisdom (survival) check or cannibalizing equipment you carry worth 5 gold pieces (the equipment is destroyed). The saving throw Difficulty of your traps equals 8 + your proficiency bonus + your Intelligence modifier. Some of the traps you can devise include:
- Hunting Trap: see PHB or Basic Rules.
- Rope Hoist: You rig a length of rope to cinch about the legs when a creature brushes a branch held in tension, and then yank them up into the trees above, leaving them suspended upside down. A Medium-sized or smaller creature stepping on the trigger must make a Dexterity saving throw or be restrained 15 feet above the ground. A creature can use its action to cut the rope with a slashing weapon, causing it to take falling damage. Alternately a creature can make a DC 13 Dexterity (Acrobatics) check to wriggle free and cling to the rope.
- Spiked Pitfall: You dig out a shallow 4-foot pit lined with sharp stakes and cover it with a lightweight woven mat camouflaged with the surrounding terrain. A creature stepping on the pit must make a Dexterity saving throw or take 1d6 piercing damage, fall prone, and reduce its speed by 10 feet. Once a spike is removed from the creature’s foot as an action, its speed returns to normal.
- Tripwire Log: You rig a tripwire connected to a heavy log hanging from a rope so cause the log to swing down and smash anyone in its path. Any creature in the log’s path failing its Dexterity saving throw takes 2d6 bludgeoning damage. You can rig the log to move in a repeated pendulum motion or to stop after it makes one pass.
Travel Hardened
You can endure an extra “level 0” of endurance that has no ill effect on you. This level exists before level 1 where you’d suffer disadvantage on ability checks. In addition, when an ally you are traveling with would accrue a level of exhaustion due to marching or environmental conditions, you make choose to take the exhaustion on their behalf. You may only help one ally in this manner at a time.
Uncanny Senses
You gain proficiency in the Investigation and Perception skills. If you are already proficient in either of these skills, you instead gain expertise (double proficiency bonus) in that skill.