From 8dbc6e6cb34a5100795dc5c67659a56193a3e4a0 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 25 Nov 2020 23:52:42 -0700 Subject: [PATCH 1/2] fix: Remove Ranger feature duplicates --- .../PlayersHandbook/class-ranger-phb.xml | 172 - .../class-ranger-tce.xml | 334 -- .../class-ranger-ua-2020subclassespt3.xml | 157 - .../class-ranger-ua-2020subclassespt5.xml | 155 - .../class-ranger-ua-atrioofsubclasses.xml | 102 - .../class-ranger-ua-fighterrangerrogue.xml | 143 - .../class-ranger-ua-lightdarkunderdark.xml | 55 +- .../class-ranger-ua-modifyingclasses.xml | 3347 ----------------- .../class-ranger-ua-ranger.xml | 84 - .../class-ranger-ua-rangerandrogue.xml | 248 -- .../class-ranger-ua-therangerrevised.xml | 3054 --------------- .../class-ranger-xge.xml | 362 -- 12 files changed, 14 insertions(+), 8199 deletions(-) diff --git a/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml index 2cf3282..bca059c 100644 --- a/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml +++ b/FightClub5eXML/Sources/PlayersHandbook/class-ranger-phb.xml @@ -160,66 +160,6 @@ Source: Player's Handbook p. 93 - - - Ranger Archetype: Beast Master - The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Ranger's Companion - You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. - The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. - If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. - While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. - If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. - - Source: Player's Handbook p. 93 - - - - - Ranger Archetype: Hunter - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Hunter's Prey - At 3rd level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - Ranger Archetype: Hunter @@ -322,46 +262,6 @@ Source: Player's Handbook p. 93 - - - Beast Master: Exceptional Training - Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Source: Player's Handbook p. 93 - - - - - Hunter: Defensive Tactics - At 7th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Steel Will - You have advantage on saving throws against being frightened. - - Source: Player's Handbook p. 93 - - Hunter: Defensive Tactics @@ -457,38 +357,6 @@ Source: Player's Handbook p. 93 - - - Beast Master: Bestial Fury - Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. - - Source: Player's Handbook p. 93 - - - - - Hunter: Multiattack - At 11th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - Hunter: Multiattack @@ -566,46 +434,6 @@ Source: Player's Handbook p. 93 - - - Beast Master: Beastly Coordination - Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it. - - Source: Player's Handbook p. 93 - - - - - Hunter: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Superior Hunter's Defense - At 15th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - Hunter: Evasion diff --git a/FightClub5eXML/Sources/TashasCauldronOfEverything/class-ranger-tce.xml b/FightClub5eXML/Sources/TashasCauldronOfEverything/class-ranger-tce.xml index 77374e3..4904497 100644 --- a/FightClub5eXML/Sources/TashasCauldronOfEverything/class-ranger-tce.xml +++ b/FightClub5eXML/Sources/TashasCauldronOfEverything/class-ranger-tce.xml @@ -128,117 +128,6 @@ Source: Tasha's Cauldron of Everything p. 58 - - - Ranger Archetype: Fey Wanderer - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Ranger Archetype: Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything p. 58 - - Ranger Archetype: Swarmkeeper @@ -288,105 +177,6 @@ Source: Tasha's Cauldron of Everything p. 59 - - - Ranger Archetype: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Ranger Archetype: Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything p. 59 - - Primal Awareness @@ -424,46 +214,6 @@ Source: Tasha's Cauldron of Everything p. 58 - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything p. 59 - - Swarmkeeper: Writhing Tide @@ -494,50 +244,6 @@ Source: Tasha's Cauldron of Everything p. 58 - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything p. 59 - - Swarmkeeper: Mighty Swarm @@ -560,46 +266,6 @@ Source: Tasha's Cauldron of Everything p. 58 - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything p. 58 - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything p. 59 - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything p. 59 - - Swarmkeeper: Swarming Dispersal diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml index 6afb369..3c90e0b 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt3.xml @@ -57,121 +57,6 @@ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | banishment - 17th | mislead - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - Fey Wanderer (UA): Blessings of the Courts @@ -193,48 +78,6 @@ Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - Fey Wanderer (UA): Misty Presence diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml index 5d9b18b..6dd9bc7 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-2020subclassespt5.xml @@ -44,115 +44,6 @@ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - Drakewarden (UA): Drakewarden - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drakewarden - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - Drakewarden (UA): Bond of Fang and Scale @@ -176,52 +67,6 @@ Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - Drakewarden (UA): Perfected Bond diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml index 01356a6..c066c11 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-atrioofsubclasses.xml @@ -36,76 +36,6 @@ Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Mysticism - You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | planar binding - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - Monster Slayer (UA): Supernatural Defense @@ -122,38 +52,6 @@ Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - Monster Slayer (UA): Slayer's Counter diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml index e6d319e..7a74aa1 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-fighterrangerrogue.xml @@ -38,87 +38,6 @@ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper Magic - 3rd-level Swarmkeeper feature - 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. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - Swarmkeeper (UA): Writhing Tide @@ -151,68 +70,6 @@ Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - Swarmkeeper (UA): Storm of Minions diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml index 1ec9a6a..c67872a 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-lightdarkunderdark.xml @@ -2,6 +2,20 @@ Ranger + + + Fighting Style: Close Quarters Shooter + 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. + + Source: Unearthed Arcana: Light Dark Underdark p. 89 + + + Fighting Style: Tunnel Fighter + 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. + + Source: Unearthed Arcana: Light Dark Underdark p. 89 + + Deep Stalker (UA): Deep Stalker @@ -34,31 +48,6 @@ Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - Deep Stalker (UA): Deep Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Underdark Scout - At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Iron Mind - At 7th level, you gain proficiency in Wisdom saving throws. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - Deep Stalker (UA): Iron Mind @@ -75,22 +64,6 @@ Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - Deep Stalker (UA): Stalker's Flurry - Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Stalker's Dodge - At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - Deep Stalker (UA): Stalker's Dodge diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml index 5d642c2..8922786 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-modifyingclasses.xml @@ -31,3352 +31,5 @@ simple, martial none 5d4x10 - - - 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 gnoll and orc) 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Favored Foe - 1st-level ranger feature (replaces Favored Enemy) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. - When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know. - - Source: Unearthed Arcana: Class Feature Variants p. 7 - - - - - Favored Foe - 1st-level ranger optional class features, which replaces the Favored Enemy feature and works with the Foe Slayer feature - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). - The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. - You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. - - Source: Tasha's Cauldron of Everything - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Deft Explorer - 1st-level ranger feature (replaces Natural Explorer) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. - - Source: Unearthed Arcana: Class Feature Variants p. 7 - - - Deft Explorer: Canny - Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. - In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. - - Source: Unearthed Arcana: Class Feature Variants p. 7 - - - Deft Explorer: Roving - Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. - - Source: Unearthed Arcana: Class Feature Variants p. 7 - - - Deft Explorer: Tireless - As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. - - Source: Unearthed Arcana: Class Feature Variants p. 7 - - - - - Deft Explorer - 1st-level ranger optional class features, which replaces the Natural Explorer feature - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. - - Source: Tasha's Cauldron of Everything - - - Deft Explorer: Canny - You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. - - Source: Tasha's Cauldron of Everything - - - Deft Explorer: Roving - Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. - You can also speak, read, and write two additional languages of your choice. - - Source: Tasha's Cauldron of Everything - - - Deft Explorer: Tireless - As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. - - Source: Tasha's Cauldron of Everything - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook p. 5 - - - Fighting Style: Close Quarters Shooter - 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. - - Source: Unearthed Arcana: Light Dark Underdark p. 5 - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook p. 5 - - - Fighting Style: 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. - - Source: Player's Handbook p. 5 - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures p. 5 - - - Fighting Style: Tunnel Fighter - 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. - - Source: Unearthed Arcana: Light Dark Underdark p. 5 - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook p. 5 - - - Fighting Style: Blind Fighting - Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. - - Source: Unearthed Arcana: Class Feature Variants p. 5 - - - Fighting Style: Interception - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. - - Source: Unearthed Arcana: Class Feature Variants p. 5 - - - Fighting Style: Thrown Weapon Fighting - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. - In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. - - Source: Unearthed Arcana: Class Feature Variants p. 5 - - - Fighting Style: Unarmed Fighting - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. - When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. - - Source: Unearthed Arcana: Class Feature Variants p. 5 - - - Fighting Style: Druidic Warrior - You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. - - Source: Unearthed Arcana: Class Feature Variants p. 5 - - - Fighting Style: Blind Fighting - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. - - Source: Tasha's Cauldron of Everything p. 5 - - - Fighting Style: Druidic Warrior - You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. - - Source: Tasha's Cauldron of Everything p. 5 - - - Fighting Style: Thrown Weapon Fighting - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. - In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. - - Source: Tasha's Cauldron of Everything p. 5 - - - - - Martial Versatility - 2nd-level feature (enhances Fighting Style) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. - - Source: Unearthed Arcana: Class Feature Variants p. 12 - - - - - 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: - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Ranger Archetype: Beast Master - The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Ranger's Companion - You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. - The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. - If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. - While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. - If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. - - Source: Player's Handbook p. 93 - - - - - Ranger Archetype: Beast Master - The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Ranger's Companion - You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest. - The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. - If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. - While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. - If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. - - Source: Player's Handbook p. 93 - - - - - Ranger Archetype: Hunter - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Hunter's Prey - At 3rd level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Ranger Archetype: Hunter - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Hunter's Prey - At 3rd level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Deep Stalker (UA): Deep Stalker - Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Deep Stalker Magic - From 3rd level, you have darkvision with a range of 90 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. You are always able to cast these spells, and they do not count against your number of ranger spells known. - - Deep Stalker Spells - Ranger Level | Spells - 3rd | disguise self - 5th | rope trick - 9th | glyph of warding - 13th | greater invisibility - 17th | seeming - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Underdark Scout - At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Deep Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Many Deep Stalkers are elves, as those folk know all too well the threat posed by the drow. Deep Stalkers scout for new passages into the Underdark, carefully mapping them and working to ensure they remain watched at all times. They venture into the depths on long, dangerous patrols, disappearing for months at a time. Many of them never return. Deep Stalkers master spells useful in navigating the Underdark, and their combat tactics focus on ambush, surprise, and stealth. They fight alone or in small groups in hostile territory, relying on clever tactics to carry the day. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Underdark Scout - At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed. If you use the attack action on that turn, you can make one additional attack. You gain an additional benefit on all turns after your first turn. At the end of each such turn, you can attempt to hide as a bonus action if you meet the normal requirements for hiding. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar 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, and it doesn't count against the number of ranger spells you know. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | alter self - 9th | protection from energy - 13th | banishment - 17th | teleportation circle - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar 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, and it doesn't count against the number of ranger spells you know. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | alter self - 9th | protection from energy - 13th | banishment - 17th | teleportation circle - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Primeval Guardian - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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, and it doesn't count against the number of ranger spells you know. - - Primeval Guardian Spells - Ranger Level | Spells - 3rd | entangle - 5th | enhance ability - 9th | conjure animals - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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, and it doesn't count against the number of ranger spells you know. - - Primeval Guardian Spells - Ranger Level | Spells - 3rd | entangle - 5th | enhance ability - 9th | conjure animals - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): Monster Slayer - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Mysticism - You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | planar binding - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Mysticism - You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | planar binding - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Ranger Archetype: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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 - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Archetype: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Archetype: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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 - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Archetype: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | misty step - 9th | haste - 13th | banishment - 17th | teleportation circle - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Archetype: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Archetype: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | misty step - 9th | haste - 13th | banishment - 17th | teleportation circle - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Archetype: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | hold monster - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Ranger Archetype: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Ranger Archetype: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | hold monster - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Swarmkeeper - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper Magic - 3rd-level Swarmkeeper feature - 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. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper Magic - 3rd-level Swarmkeeper feature - 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. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Fey Wanderer - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | banishment - 17th | mislead - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | banishment - 17th | mislead - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Drakewarden - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drakewarden - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drakewarden - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Ranger Archetype: Fey Wanderer - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Archetype: Fey Wanderer - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Archetype: Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Archetype: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - - - - Ranger Archetype: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - - - - Ranger Archetype: Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - - - - 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 - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Primal Awareness - 3rd-level ranger feature (replaces Primeval Awareness) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. - - Primal Awareness Spells - Ranger Level | Spell - 3rd | detect magic, speak with animals - 5th | beast sense, locate animals or plants - 9th | speak with plants - 13th | locate creature - 17th | commune with nature - You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. - - Source: Unearthed Arcana: Class Feature Variants p. 8 - - - - - Primal Awareness - 3rd-level ranger optional class features, which replaces the Primeval Awareness feature - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. - - Primal Awareness Spells - Ranger Level | Spell - 3rd | speak with animals - 5th | beast sense - 9th | speak with plants - 13th | locate creature - 17th | commune with nature - You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - 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). - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Proficiency Versatility - 4th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - Martial Versatility - 4th-level ranger optional class features - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice. - - Source: Tasha's Cauldron of Everything - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Ranger Archetype feature - At 7th level, you gain a feature granted to you by your Ranger Archetype. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Beast Master: Exceptional Training - Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Exceptional Training - Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Source: Player's Handbook p. 93 - - - - - Hunter: Defensive Tactics - At 7th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Steel Will - You have advantage on saving throws against being frightened. - - Source: Player's Handbook p. 93 - - - - - Hunter: Defensive Tactics - At 7th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Steel Will - You have advantage on saving throws against being frightened. - - Source: Player's Handbook p. 93 - - - - - Deep Stalker (UA): Iron Mind - At 7th level, you gain proficiency in Wisdom saving throws. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Iron Mind - At 7th level, you gain proficiency in Wisdom saving throws. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Proficiency Versatility - 8th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Fade Away - 10th-level ranger feature (replaces Hide in Plain Sight) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. - Once you use this feature, you can't use it again until you finish a short or long rest. - - Source: Unearthed Arcana: Class Feature Variants p. 8 - - - - - Nature's Veil - 10th-level ranger optional class features, which replaces the Hide in Plain Sight feature - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Natural Explorer improvement - You gain an additional favored terrain. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Ranger Archetype feature - At 11th level, you gain a feature granted to you by your Ranger Archetype. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Beast Master: Bestial Fury - Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Bestial Fury - Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. - - Source: Player's Handbook p. 93 - - - - - Hunter: Multiattack - At 11th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Multiattack - At 11th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Deep Stalker (UA): Stalker's Flurry - Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Stalker's Flurry - Starting at 11th level, you have the ability to ensure that your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack. You can gain one additional attack during your turn with this ability. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Proficiency Versatility - 12th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - 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 1/2 or lower - • Eight beasts of challenge rating 1/4 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Ranger Archetype feature - At 15th level, you gain a feature granted to you by your Ranger Archetype. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Beast Master: Share Spells - Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. - - Source: Player's Handbook p. 93 - - - - - Beast Master: Beastly Coordination - Beginning at 15th level, when an attacker that you can see hits your beast companion with an attack, you can call out a warning. If your beast companion can hear you, it can use its reaction to halve the attack's damage against it. - - Source: Player's Handbook p. 93 - - - - - Hunter: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Superior Hunter's Defense - At 15th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Hunter: Superior Hunter's Defense - At 15th level, you gain one of the following features of your choice. - - Source: Player's Handbook p. 93 - - - - - Hunter: 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. - - Source: Player's Handbook p. 93 - - - - - Deep Stalker (UA): Stalker's Dodge - At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Deep Stalker (UA): Stalker's Dodge - At 15th level, you master the ability to disrupt an opponent's attacks. If a creature attacks you and does not have advantage on the attack roll, you can use your reaction to grant it disadvantage on the attack roll. You must use this ability before you know the result of the attack. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Proficiency Versatility - 16th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - Relentless - Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - - - - Proficiency Versatility - 19th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - 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. - - Source: Unearthed Arcana: Modifying Classes p. 5 - - diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml index b512b93..bc28cc5 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-ranger.xml @@ -28,89 +28,5 @@ light, shields simple, martial herbalism kit - - - Ambuscade - Rangers strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. - If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. - If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn. - - Source: Unearthed Arcana: Ranger p. 2 - - - - - Skirmisher's Stealth - Beginning at 2nd level, you combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence. - At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide. Otherwise, creatures are aware of you at the end of your turn. - - Source: Unearthed Arcana: Ranger p. 2 - - - - - Spirit Path - At 3rd level, you form a bond with a nature spirit—a companion forged by your link to the wild. This spirit companion protects you as you travel and watches your back in battle. You choose a ranger path that shapes your spirit companion and its magic: the Guardian, the Seeker, or the Stalker. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - Spirit Companion: - All rangers gain a spirit companion and the ability to invoke its magical power. (Your spirit companion grants you one benefit you can call on in this playtest version of the revised ranger, with more benefits gained at higher levels.) You regain your ability to call on your spirit companion in this way when you finish a short or long rest. - Once per day as a bonus action, you can command your spirit companion to materialize as a living creature, determined by the ranger path you choose. Your spirit companion manifests as an animal for 1 minute or until your concentration is broken (as if you are concentrating on a spell). You can also dismiss it as a bonus action. - The manifested creature gains a bonus to attack rolls and saving throws equal to your Wisdom modifier. It uses the hit points in the animal's stat block or half your hit point maximum, whichever is higher. - The manifested creature takes its turn on your initiative and acts immediately after you. You control its actions, even if you are unconscious or otherwise unable to act. - - Source: Unearthed Arcana: Ranger p. 2 - - - - - Ranger Path: Guardian - By following the path of the Guardian, you protect the natural world from creatures that would despoil it, even as you engage with the common folk who rely upon nature's bounty to survive. You patrol the pathways through the wilds, keeping them clear of bandits and rampaging monsters, even as you keep careful watch on how civilized realms interact with the wilderness. Those who take more than their fair share—clear-cutting forests or hunting for sport rather than survival—risk your wrath. - When your spirit companion manifests, it takes the form of a brown bear. - - Source: Unearthed Arcana: Ranger p. 3 - - - - - Guardian: Guardian's Shroud - Your companion spirit helps to protect you and the creatures closest to you. As a bonus action, you invoke your spirit companion and choose yourself or an ally you can see. The chosen creature gains temporary hit points equal to 2d6 + your Wisdom modifier. - - Source: Unearthed Arcana: Ranger p. 3 - - - - - Ranger Path: Seeker - By taking up the Seeker path, you are drawn into the unknown wilds far from civilization in search of lost treasures, forgotten evil, and sites of primal magic. You understand that the trackless wilderness can harbor many secrets. Some of those secrets—such as a lonely oasis providing water to a desert realm—must be protected. Others—such as an ancient idol infused with the foul magic of the demon worshippers who crafted it—must be destroyed before their evil awakens once more. - When your spirit companion manifests, it takes the form of a giant eagle. - - Source: Unearthed Arcana: Ranger p. 4 - - - - - Seeker: Seeker's Eye - Your companion spirit lends its sharp combat senses to you and your companions. As a bonus action, you invoke your spirit companion and choose a creature you can see. Until the end of your next turn, all attacks made against the chosen creature have advantage. - - Source: Unearthed Arcana: Ranger p. 4 - - - - - Ranger Path: Stalker - As a ranger of the Stalker path, you prowl the wilderness in search of aberrations, fiends, and other monsters that must be slain before they wreak havoc on the natural world. You are the power of nature's vengeance made manifest, and anything that poses a threat to nature is your target. When a powerful creature such as a dragon threatens a region, a ranger of the Stalker path leads the hunt that will take it down. Like others of your kind, you do not rest until your quarry is dead and the natural world is safe. - When your spirit companion manifests, it takes the form of a dire wolf. - - Source: Unearthed Arcana: Ranger p. 4 - - - - - Stalker: Stalker's Fangs - Your companion spirit lends the strength of its deadly bite to you or one of your companions. As a bonus action, you invoke your spirit companion and choose yourself or a creature you can see. The next time the chosen creature hits with a weapon attack, the target of the attack takes extra slashing damage equal to 2d6 + your Wisdom modifier. - - Source: Unearthed Arcana: Ranger p. 4 - - diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml index 72cb6b2..ba96fc7 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-rangerandrogue.xml @@ -45,78 +45,6 @@ Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar 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, and it doesn't count against the number of ranger spells you know. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | alter self - 9th | protection from energy - 13th | banishment - 17th | teleportation circle - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - Primeval Guardian (UA): Primeval Guardian @@ -163,84 +91,6 @@ Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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, and it doesn't count against the number of ranger spells you know. - - Primeval Guardian Spells - Ranger Level | Spells - 3rd | entangle - 5th | enhance ability - 9th | conjure animals - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - Horizon Walker (UA): Ethereal Step @@ -249,38 +99,6 @@ Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - Primeval Guardian (UA): Ancient Fortitude @@ -298,40 +116,6 @@ Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - Primeval Guardian (UA): Rooted Defense @@ -348,38 +132,6 @@ Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - Primeval Guardian (UA): Guardian Aura diff --git a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml index e3b04eb..d203bc1 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/class-ranger-ua-therangerrevised.xml @@ -32,3116 +32,62 @@ simple, martial none 5d4x10 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 2 - - - 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 ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. - - Spells Known of 1st Level and Higher: - You know two 1st-level spells of your choice from the ranger spell list. - The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook p. 1 - - - Fighting Style: Close Quarters Shooter - 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. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook p. 1 - - - Fighting Style: 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. - - Source: Player's Handbook p. 1 - - - Fighting Style: Mariner - As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. - - Source: Unearthed Arcana: Waterborne Adventures p. 1 - - - Fighting Style: Tunnel Fighter - 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. - - Source: Unearthed Arcana: Light Dark Underdark p. 1 - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook p. 1 - - - Fighting Style: Blind Fighting - Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - Fighting Style: Interception - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - Fighting Style: Thrown Weapon Fighting - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. - In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - Fighting Style: Unarmed Fighting - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. - When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - Fighting Style: Druidic Warrior - You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - Fighting Style: Blind Fighting - You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. - - Source: Tasha's Cauldron of Everything p. 1 - - - Fighting Style: Druidic Warrior - You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. - - Source: Tasha's Cauldron of Everything p. 1 - - - Fighting Style: Thrown Weapon Fighting - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. - In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. - - Source: Tasha's Cauldron of Everything p. 1 - - - - - Martial Versatility - 2nd-level feature (enhances Fighting Style) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. - - Source: Unearthed Arcana: Class Feature Variants p. 12 - - 0, 3 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Beast Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Beast Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Beast Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Deep Stalker Conclave: Deep Stalker Conclave (UA) - Most folk descend into the depths of the Underdark only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Deep Stalker Conclave: Deep Stalker Magic - At 3rd level, you have darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet. You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn't count against the number of rangers spells you know. - - Deep Stalker Spells - Ranger Level | Spells - 3rd | disguise self - 5th | rope trick - 9th | glyph of warding - 13th | greater invisibility - 17th | seeming - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Deep Stalker Conclave: Underdark Scout - At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed and if you use the attack action on that turn, you can make one additional attack. You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Hunter's Prey - At 3rd level, you gain one of the following features of your choice. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Horizon Walker (UA): Horizon Walker - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar 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, and it doesn't count against the number of ranger spells you know. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | alter self - 9th | protection from energy - 13th | banishment - 17th | teleportation circle - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Horizon Conclave guard the world against threats that originate from other planes. They seek out planar portals and keep watch over them, venturing to the outer and inner planes as needed to defeat threats. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar 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, and it doesn't count against the number of ranger spells you know. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | alter self - 9th | protection from energy - 13th | banishment - 17th | teleportation circle - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Planar Warrior - At 3rd level, you learn to draw on the energy of the planes to augment your attacks. - As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Portal Lore - At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn't reveal them. - Once you use this feature, you can't use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. - See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Primeval Guardian - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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, and it doesn't count against the number of ranger spells you know. - - Primeval Guardian Spells - Ranger Level | Spells - 3rd | entangle - 5th | enhance ability - 9th | conjure animals - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Primeval Guardian - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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, and it doesn't count against the number of ranger spells you know. - - Primeval Guardian Spells - Ranger Level | Spells - 3rd | entangle - 5th | enhance ability - 9th | conjure animals - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): Monster Slayer - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Mysticism - You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | planar binding - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Eye - Starting at 3rd level, you gain the ability to study and unravel a creature's defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target's vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration. - In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. - This benefit lasts until you target a different creature with this feature or until you finish a short or long rest. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Slayer's Mysticism - You learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you but doesn't count against the number of ranger spells you know. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | planar binding - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Ranger Conclave: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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 - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Conclave: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Conclave: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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 - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Conclave: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | misty step - 9th | haste - 13th | banishment - 17th | teleportation circle - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Conclave: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Conclave: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | misty step - 9th | haste - 13th | banishment - 17th | teleportation circle - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Conclave: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | hold monster - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Ranger Conclave: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Ranger Conclave: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | hold monster - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Swarmkeeper - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper Magic - 3rd-level Swarmkeeper feature - 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. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm - 3rd-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Swarmkeeper Magic - 3rd-level Swarmkeeper feature - 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. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | giant insect - 17th | insect plague - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Fey Wanderer - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | banishment - 17th | mislead - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts. - Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Delicate horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Cunning Will - 3rd-level Fey Wanderer feature - Your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened. - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Dreadful Strikes - 3rd-level Fey Wanderer feature - You augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you're currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn. - When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | banishment - 17th | mislead - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Drakewarden - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drakewarden - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drakewarden - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake. This bond allows the ranger to summon the - drake to their side and to share in the awe-inspiring power wielded by dragons. Consider how your ranger gained their bond with the drake. The Drakewarden Origin table offers some examples. - - - d6 | Origin - 1 | You studied a dragon's scale or claw, or a trinket from its hoard, and created your bond through the token's lingering draconic magic. - 2 | A secret order of rangers who collect and guard draconic lore taught you their ways. - 3 | A true dragon gave you a drake egg to care for. When it hatched, the drake bonded to you. - 4 | You drank a few drops of dragon blood, forever infusing your nature magic with draconic power. - 5 | An ancient Draconic inscription on a standing stone empowered you when you read it aloud. - 6 | You had a vivid dream of a mysterious man, accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was there, watching you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Draconic Gift - 3rd-level Drakewarden feature - The bond you share with your drake creates a deeper connection to dragon kind, granting you understanding and empowering your presence. You gain the following benefits: - • If you can't already, you learn to speak, read, and write Draconic. - • You learn the thaumaturgy cantrip, which is a ranger spell for you. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake Companion - 3rd-level Drakewarden feature - You can magically summon the drake bound to you. As an action, you can summon the drake, which appears in an unoccupied space of your choice that you can see within 30 feet of you. - The drake is friendly to you and your companions and obeys your commands. See its game statistics in the Drake Companion stat block, which uses your proficiency bonus (PB) in several places. When you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake such as its color, scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. - In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. - Once you summon the drake, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. - The drake remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Ranger Conclave: Fey Wanderer - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Conclave: Fey Wanderer - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Conclave: Fey Wanderer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Dreadful Strikes - 3rd-level Fey Wanderer feature - You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. - The extra damage increases to 1d6 when you reach 11th level in this class. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Wanderer Magic - 3rd-level Fey Wanderer feature - You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Fey Wanderer Spells - Ranger Level | Spells - 3rd | charm person - 5th | misty step - 9th | dispel magic - 13th | dimension door - 17th | mislead - You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly. - - Feywild Gifts - d6 | Gift - 1 | Illusory butterflies flutter around you while you take a short or long rest. - 2 | Fresh, seasonal flowers sprout from your hair each dawn. - 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. - 4 | Your shadow dances while no one is looking directly at it. - 5 | Horns or antlers sprout from your head. - 6 | Your skin and hair change color to match the season at each dawn. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Otherworldly Glamour - 3rd-level Fey Wanderer feature - Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). - In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. - - Source: Tasha's Cauldron of Everything - - - - - Ranger Conclave: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - - - - Ranger Conclave: Swarmkeeper - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - - - - Ranger Conclave: Swarmkeeper - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful 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. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Gathered Swarm - 3rd-level Swarmkeeper feature - A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table. - - Swarm Appearance - d4 | Appearance - 1 | Swarming insects - 2 | Miniature twig blights - 3 | Fluttering birds - 4 | Playful pixies - Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: - • The attack's target takes 1d6 piercing damage from the swarm. - • The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. - • You are moved by the swarm 5 feet horizontally in a direction of your choice. - Swarmkeeper: It's Your Swarm - A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3. - Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide! - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarmkeeper Magic - 3rd-level Swarmkeeper feature - You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. - You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. - - Swarmkeeper Spells - Ranger Level | Spells - 3rd | faerie fire - 5th | web - 9th | gaseous form - 13th | arcane eye - 17th | insect plague - - Source: Tasha's Cauldron of Everything - - 0, 3 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Proficiency Versatility - 4th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - Martial Versatility - 4th-level ranger optional class features - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice. - - Source: Tasha's Cauldron of Everything - - 0, 4, 2 - - - Ranger Conclave feature - At 5th level, you gain a feature granted to you by your Ranger Conclave. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Deep Stalker Conclave: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Horizon Walker (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Gloom Stalker: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Horizon Walker: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Monster Slayer: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Tasha's Cauldron of Everything - - 0, 4, 2 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 4, 3 - - - Ranger Conclave feature - At 7th level, you gain a feature granted to you by your Ranger Conclave. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Beast Conclave: Beast's Defense - At 7th level, while your companion can see you, it has advantage on all saving throws. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Deep Stalker Conclave: Iron Mind - At 7th level, you gain proficiency in Wisdom saving throws. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Defensive Tactics - At 7th level, you gain one of the following features of your choice. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Steel Will - You have advantage on saving throws against being frightened. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): 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, 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, add 1d6 to your roll. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Writhing Tide - 7th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Blessings of the Courts - 7th-level Fey Wanderer feature - You have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn. - In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Bond of Fang and Scale - 7th-level Drakewarden feature - The bond you share with your drake intensifies, protecting you and stoking the drake's fury. While your drake is summoned, you and the drake gain the following benefits: - • You gain resistance to the damage type chosen for the drake's Draconic Essence. - • Choose one of the following: the drake gains a swimming speed of 40 feet and can breathe both air and water, or the drake grows wings and gains a flying speed of 40 feet. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Beguiling Twist - 7th-level Fey Wanderer feature - The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened. - In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Writhing Tide - 7th-level Swarmkeeper feature - You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - 0, 4, 3 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Proficiency Versatility - 8th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - - - - Fleet of Foot - Beginning at 8th level, you can use the Dash action as a bonus action on your turn. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 4, 3, 2 0, 4, 3, 2 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 4, 3, 3 - - - Ranger Conclave feature - At 11th level, you gain a feature granted to you by your Ranger Conclave. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Deep Stalker Conclave: Stalker's Flurry - Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack. You can gain one additional attack during your turn with this ability. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Multiattack - At 11th level, you gain one of the following features of your choice. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Distant Strike - At 11th level, you gain the ability to step 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. You must be able to see the destination of the teleportation. - If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): Rooted Defense - 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): Relentless Slayer - At 11th level, you gain the ability to foil your foe's ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer's Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Gathered Swarm Improvement - 11th-level Swarmkeeper feature - The extra damage from your swarm increases to 2d6. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Scuttling Eyes - 11th-level Swarmkeeper feature - 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Beguiling Twist - 11th-level Fey Wanderer feature - You learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects: - • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. - • The creature takes 3d10 psychic damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Drake's Breath - 11th-level Drakewarden feature - As an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one. - This damage increases to 8d6 when you reach 15th level in this class. - Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Fey Reinforcements - 11th-level Fey Wanderer feature - The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey. It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. - Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Mighty Swarm - 11th-level Swarmkeeper feature - Your Gathered Swarm grows mightier in the following ways: - • The damage of Gathered Swarm increases to 1d8. - • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone. - • When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn. - - Source: Tasha's Cauldron of Everything - - 0, 4, 3, 3 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Proficiency Versatility - 12th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - 0, 4, 3, 3, 1 0, 4, 3, 3, 1 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 4, 3, 3, 2 - - - Ranger Conclave feature - At 15th level, you gain a feature granted to you by your Ranger Conclave. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 5 - - - - - Deep Stalker Conclave: Stalker's Dodge - At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: Superior Hunter's Defense - At 15th level, you gain one of the following features of your choice. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Hunter Conclave: 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. - - Source: Unearthed Arcana: The Ranger Revised p. 7 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Horizon Walker (UA): Spectral Defense - At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm. - - Source: Unearthed Arcana: Ranger And Rogue p. 1 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Primeval Guardian (UA): 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. - - Source: Unearthed Arcana: Ranger And Rogue p. 2 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - Monster Slayer (UA): 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 Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. 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. - - Source: Unearthed Arcana: A Trio Of Subclasses p. 3 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Swarmkeeper (UA): Storm of Minions - 15th-level Swarmkeeper feature - 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 centered 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. - - Source: Unearthed Arcana: Fighter Ranger Rogue p. 3 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Fey Wanderer (UA): Misty Presence - 15th-level Fey Wanderer feature - You can magically remove yourself from one creature's perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days. - Once you've used this bonus action, you can't use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again. - - Source: Unearthed Arcana: 2020 Subclasses Pt3 p. 5 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Drakewarden (UA): Perfected Bond - 15th-level Drakewarden feature - Your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: - • The drake grows to Large size. - • The drake's bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). - • When either you or the drake takes damage while you're within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. - - Source: Unearthed Arcana: 2020 Subclasses Pt5 p. 2 - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Fey Wanderer: Misty Wanderer - 15th-level Fey Wanderer feature - You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. - In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - - - - Swarmkeeper: Swarming Dispersal - 15th-level Swarmkeeper feature - You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. - You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. - - Source: Tasha's Cauldron of Everything - - 0, 4, 3, 3, 2 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Proficiency Versatility - 16th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - 0, 4, 3, 3, 3, 1 0, 4, 3, 3, 3, 1 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - 0, 4, 3, 3, 3, 2 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - - - - Proficiency Versatility - 19th-level feature (enhances Ability Score Improvement) - Note that this feature is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger feature. - When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). - This change represents one of your skills atrophying as you focus on a different skill. - - Source: Unearthed Arcana: Class Feature Variants p. 1 - - 0, 4, 3, 3, 3, 2 - - - 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. - - Source: Unearthed Arcana: The Ranger Revised p. 1 - - diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml index 6ea5ce3..b8ef1e6 100644 --- a/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/class-ranger-xge.xml @@ -44,76 +44,6 @@ Source: Xanathar's Guide to Everything p. 41 - - - Ranger Archetype: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Ranger Archetype: Gloom Stalker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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 - - Source: Xanathar's Guide to Everything p. 41 - - - - - Gloom Stalker: 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. - - Source: Xanathar's Guide to Everything p. 41 - - Ranger Archetype: Horizon Walker @@ -157,78 +87,6 @@ Source: Xanathar's Guide to Everything p. 42 - - - Ranger Archetype: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Ranger Archetype: Horizon Walker - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Horizon Walker Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | misty step - 9th | haste - 13th | banishment - 17th | teleportation circle - - Source: Xanathar's Guide to Everything p. 42 - - - - - Horizon Walker: 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. - - Source: Xanathar's Guide to Everything p. 42 - - Ranger Archetype: Monster Slayer @@ -271,92 +129,6 @@ Source: Xanathar's Guide to Everything p. 43 - - - Ranger Archetype: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Spell-less Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Ranger Archetype: Monster Slayer - Note that this subclass is intended for use with the Ranger class presented in the Player's Handbook. It is presented here for convenience, and may be unsuitable for use as a Revised Ranger subclass. - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Monster Slayer Spells - Ranger Level | Spells - 3rd | protection from evil and good - 5th | zone of truth - 9th | magic circle - 13th | banishment - 17th | hold monster - - Source: Xanathar's Guide to Everything p. 43 - - - - - Monster Slayer: 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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). - - Source: Xanathar's Guide to Everything p. 41 - - Gloom Stalker: Iron Mind @@ -374,24 +146,6 @@ Source: Xanathar's Guide to Everything p. 42 - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - Monster Slayer: Supernatural Defense @@ -400,38 +154,6 @@ Source: Xanathar's Guide to Everything p. 43 - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - Gloom Stalker: Stalker's Flurry @@ -449,42 +171,6 @@ Source: Xanathar's Guide to Everything p. 42 - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - Monster Slayer: Magic-User's Nemesis @@ -502,22 +188,6 @@ Source: Xanathar's Guide to Everything p. 41 - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 41 - - Horizon Walker: Spectral Defense @@ -526,38 +196,6 @@ Source: Xanathar's Guide to Everything p. 42 - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 42 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - - - - 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. - - Source: Xanathar's Guide to Everything p. 43 - - Monster Slayer: Slayer's Counter From 0d2fd475ef07304dd4f0dc529bd232468efa479f Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Thu, 26 Nov 2020 21:42:47 -0700 Subject: [PATCH 2/2] feature: Add additional optional features - Alchemical formulas, Arcane shots, elemental disciplines, Onomancy reasonants, Pact boons, and Runes --- .../PlayersHandbook/optionalfeatures-phb.xml | 176 ++++++++++++++++-- .../optionalfeatures-tce.xml | 70 ++++++- .../optionalfeatures-ua-artificer.xml | 45 +++++ ...tionalfeatures-ua-classfeaturevariants.xml | 29 ++- .../optionalfeatures-ua-clericdruidwizard.xml | 39 ++++ .../optionalfeatures-ua-fighter.xml | 59 ++++++ ...optionalfeatures-ua-fighterrangerrogue.xml | 45 +++++ ...ptionalfeatures-ua-revisedclassoptions.xml | 12 +- .../optionalfeatures-ua-revisedsubclasses.xml | 67 +++++++ .../optionalfeatures-ua-thefaithful.xml | 13 ++ .../optionalfeatures-xge.xml | 56 ++++++ 11 files changed, 577 insertions(+), 34 deletions(-) create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificer.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-clericdruidwizard.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighter.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighterrangerrogue.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedsubclasses.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-thefaithful.xml diff --git a/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml index 2a3d7b6..acec747 100644 --- a/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml +++ b/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml @@ -44,16 +44,29 @@ Source: Player's Handbook p. 110 On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Source: Player's Handbook p. 110 + + Elemental Discipline: Breath of Winter + 17th level + You can spend 6 ki points to cast cone of cold. +Source: Player's Handbook p. 81 + Invocation: Chains of Carceri 15th level, Pact of the Chain You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. Source: Player's Handbook p. 110 + + Elemental Discipline: Clench of the North Wind + 6th level + You can spend 3 ki points to cast hold person. +Source: Player's Handbook p. 81 + Maneuver: Commander's Strike - When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. + Maneuver: Battle Master +When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Source: Player's Handbook p. 74 @@ -65,13 +78,15 @@ Source: Player's Handbook p. 110 Maneuver: Disarming Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Source: Player's Handbook p. 74 Maneuver: Distracting Strike - When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Source: Player's Handbook p. 74 @@ -92,10 +107,27 @@ Source: Player's Handbook p. 110 When you cast eldritch blast, its range is 300 feet. Source: Player's Handbook p. 111 + + Elemental Discipline: Elemental Attunement + + You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: +• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. +• Instantaneously light or snuff out a candle, a torch, or a small campfire. +• Chill or warm up to 1 pound of nonliving material for up to 1 hour. +• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. +Source: Player's Handbook p. 81 + + + Elemental Discipline: Eternal Mountain Defense + 17th level + You can spend 5 ki points to cast stoneskin, targeting yourself. +Source: Player's Handbook p. 81 + Maneuver: Evasive Footwork - When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. + Maneuver: Battle Master +When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Source: Player's Handbook p. 74 @@ -104,10 +136,17 @@ Source: Player's Handbook p. 74 You can read all writing. Source: Player's Handbook p. 111 + + Elemental Discipline: Fangs of the Fire Snake + + When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. +Source: Player's Handbook p. 81 + Maneuver: Feinting Attack - You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. + Maneuver: Battle Master +You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it. Source: Player's Handbook p. 74 @@ -117,6 +156,18 @@ Source: Player's Handbook p. 74 You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Source: Player's Handbook p. 111 + + Elemental Discipline: Fist of Four Thunders + + You can spend 2 ki points to cast thunderwave. +Source: Player's Handbook p. 81 + + + Elemental Discipline: Flames of the Phoenix + 11th level + You can spend 4 ki points to cast fireball. +Source: Player's Handbook p. 81 + Invocation: Gaze of Two Minds @@ -126,9 +177,16 @@ Source: Player's Handbook p. 111 Maneuver: Goading Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Source: Player's Handbook p. 74 + + Elemental Discipline: Gong of the Summit + 6th level + You can spend 3 ki points to cast shatter. +Source: Player's Handbook p. 81 + Invocation: Lifedrinker 12th level, Pact of the Blade @@ -138,13 +196,15 @@ Source: Player's Handbook p. 111 Maneuver: Lunging Attack - When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. + Maneuver: Battle Master +When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. Source: Player's Handbook p. 74 Maneuver: Maneuvering Attack - When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Source: Player's Handbook p. 74 @@ -162,7 +222,8 @@ Source: Player's Handbook p. 111 Maneuver: Menacing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Source: Player's Handbook p. 74 @@ -177,6 +238,12 @@ Source: Player's Handbook p. 111 You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. Source: Player's Handbook p. 111 + + Elemental Discipline: Mist Stance + 11th level + You can spend 4 ki points to cast gaseous form, targeting yourself. +Source: Player's Handbook p. 81 + Invocation: Misty Visions @@ -195,28 +262,54 @@ Source: Player's Handbook p. 111 You can cast jump on yourself at will, without expending a spell slot or material components. Source: Player's Handbook p. 111 + + Pact Boon: Pact of the Blade + + You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. +Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. +You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. +Source: Player's Handbook p. 107 + + + Pact Boon: Pact of the Chain + + You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. +When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. +Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. +Source: Player's Handbook p. 107 + + + Pact Boon: Pact of the Tome + + Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. +Source: Player's Handbook p. 108 + Maneuver: Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. + Maneuver: Battle Master +When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Source: Player's Handbook p. 74 Maneuver: Precision Attack - When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. + Maneuver: Battle Master +When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Source: Player's Handbook p. 74 Maneuver: Pushing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Source: Player's Handbook p. 74 Maneuver: Rally - On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. + Maneuver: Battle Master +On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. Source: Player's Handbook p. 74 @@ -225,18 +318,43 @@ Source: Player's Handbook p. 74 When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Source: Player's Handbook p. 111 + + Elemental Discipline: Ride the Wind + 11th level + You can spend 4 ki points to cast fly, targeting yourself. +Source: Player's Handbook p. 81 + Maneuver: Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. + Maneuver: Battle Master +When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Source: Player's Handbook p. 74 + + Elemental Discipline: River of Hungry Flame + 17th level + You can spend 5 ki points to cast wall of fire. +Source: Player's Handbook p. 81 + + + Elemental Discipline: Rush of the Gale Spirits + + You can spend 2 ki points to cast gust of wind. +Source: Player's Handbook p. 81 + Invocation: Sculptor of Flesh 7th level You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. Source: Player's Handbook p. 111 + + Elemental Discipline: Shape the Flowing River + + As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high. raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area. +Source: Player's Handbook p. 81 + Invocation: Sign of Ill Omen 5th level @@ -246,9 +364,16 @@ Source: Player's Handbook p. 111 Maneuver: Sweeping Attack - When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. + Maneuver: Battle Master +When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. Source: Player's Handbook p. 74 + + Elemental Discipline: Sweeping Cinder Strike + + You can spend 2 ki points to cast burning hands. +Source: Player's Handbook p. 81 + Invocation: Thief of Five Fates @@ -264,9 +389,16 @@ Source: Player's Handbook p. 111 Maneuver: Trip Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. + Maneuver: Battle Master +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Source: Player's Handbook p. 74 + + Elemental Discipline: Unbroken Air + + You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone. +Source: Player's Handbook p. 81 + Invocation: Visions of Distant Realms 15th level @@ -279,6 +411,18 @@ Source: Player's Handbook p. 111 You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. Source: Player's Handbook p. 111 + + Elemental Discipline: Water Whip + + You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. +Source: Player's Handbook p. 81 + + + Elemental Discipline: Wave of Rolling Earth + 17th level + You can spend 6 ki points to cast wall of stone. +Source: Player's Handbook p. 81 + Invocation: Whispers of the Grave 9th level diff --git a/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml b/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml index 7ebe664..92ba305 100644 --- a/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml +++ b/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml @@ -3,7 +3,8 @@ Maneuver: Ambush - When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. + Maneuver: Battle Master +When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. Source: Tasha's Cauldron of Everything p. 42 @@ -28,7 +29,8 @@ Source: Tasha's Cauldron of Everything p. 20 Maneuver: Bait and Switch - When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. + Maneuver: Battle Master +When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. Source: Tasha's Cauldron of Everything p. 42 @@ -47,13 +49,22 @@ Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War Maneuver: Brace - When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. + Maneuver: Battle Master +When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. Source: Tasha's Cauldron of Everything p. 42 + + Rune: Cloud Rune + + This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. +In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 44 + Maneuver: Commanding Presence - When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. + Maneuver: Battle Master +When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. Source: Tasha's Cauldron of Everything p. 42 @@ -91,6 +102,20 @@ You can cast the sending spell, targeting a creature whose name is on the page, As an action, you can magically erase a name on the page by touching it. Source: Tasha's Cauldron of Everything p. 71 + + Rune: Fire Rune + + This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. +In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 44 + + + Rune: Frost Rune + + This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. +In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 45 + Invocation: Gift of the Protectors 9th level, Pact of the Tome @@ -102,7 +127,8 @@ Source: Tasha's Cauldron of Everything p. 71 Maneuver: Grappling Strike - Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. + Maneuver: Battle Master +Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. Source: Tasha's Cauldron of Everything p. 42 @@ -111,6 +137,13 @@ Source: Tasha's Cauldron of Everything p. 42 While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated. Source: Tasha's Cauldron of Everything p. 21 + + Rune: Hill Rune + 7th level + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. +In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 45 + Infusion: Homunculus Servant A gem or crystal worth at least 100 gp @@ -138,6 +171,13 @@ Source: Tasha's Cauldron of Everything p. 71 The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn. Source: Tasha's Cauldron of Everything p. 22 + + Pact Boon: Pact of the Talisman + + Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. +If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. +Source: Tasha's Cauldron of Everything p. 71 + Invocation: Protection of the Talisman 7th level, Pact of the Talisman @@ -147,7 +187,8 @@ Source: Tasha's Cauldron of Everything p. 71 Maneuver: Quick Toss - As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll. + Maneuver: Battle Master +As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll. Source: Tasha's Cauldron of Everything p. 42 @@ -261,10 +302,25 @@ Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn. Source: Tasha's Cauldron of Everything p. 23 + + Rune: Stone Rune + + This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. +In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 45 + + + Rune: Storm Rune + 7th level + Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. +In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest. +Source: Tasha's Cauldron of Everything p. 45 + Maneuver: Tactical Assessment - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. + Maneuver: Battle Master +When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. Source: Tasha's Cauldron of Everything p. 42 diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificer.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificer.xml new file mode 100644 index 0000000..85b5185 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-artificer.xml @@ -0,0 +1,45 @@ + + + + Formula: Alchemical Acid (UA) + + As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula's damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6). +Source: Unearthed Arcana: Artificer p. 5 + + + Formula: Alchemical Fire (UA) + + As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula's damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6). +Source: Unearthed Arcana: Artificer p. 5 + + + Formula: Healing Draught (UA) + + As an action, you can reach into your Alchemist's Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can't do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can't use this formula. This formula's healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8). +Source: Unearthed Arcana: Artificer p. 5 + + + Formula: Smoke Stick (UA) + + As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute. +Source: Unearthed Arcana: Artificer p. 5 + + + Formula: Swift Step Draught (UA) + + As a bonus action, you can reach into your Alchemist's Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature's speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can't do so again for 1 minute. +Source: Unearthed Arcana: Artificer p. 5 + + + Formula: Tanglefoot (UA) + + As an action, you can reach into your Alchemist's Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don't hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can't do so again for 1 minute. +Source: Unearthed Arcana: Artificer p. 6 + + + Formula: Thunderstone (UA) + + As an action, you can reach into your Alchemist's Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don't hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point. +Source: Unearthed Arcana: Artificer p. 6 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml index 3ecc4c3..9b43d39 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml @@ -3,13 +3,15 @@ Maneuver: Ambush (UA) - When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. + Maneuver: Battle Master +When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. Source: Unearthed Arcana: Class Feature Variants p. 5 Maneuver: Bait and Switch (UA) - When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. + Maneuver: Battle Master +When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled. Source: Unearthed Arcana: Class Feature Variants p. 5 @@ -22,7 +24,8 @@ Source: Unearthed Arcana: Class Feature Variants p. 11 Maneuver: Brace (UA) - When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. + Maneuver: Battle Master +When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. Source: Unearthed Arcana: Class Feature Variants p. 5 @@ -67,6 +70,14 @@ Source: Unearthed Arcana: Class Feature Variants p. 11 • The familiar no longer needs to breathe. • The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. • If the familiar forces a creature to make a saving throw, it uses your spell save DC. +Source: Unearthed Arcana: Class Feature Variants p. 11 + + + Pact Boon: Pact of the Talisman (UA) + + Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. +If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. +The talisman turns to ash when you die. Source: Unearthed Arcana: Class Feature Variants p. 11 @@ -84,25 +95,29 @@ Source: Unearthed Arcana: Class Feature Variants p. 12 Maneuver: Restraining Strike (UA) - Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. + Maneuver: Battle Master +Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. Source: Unearthed Arcana: Class Feature Variants p. 5 Maneuver: Silver Tongue (UA) - When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check. + Maneuver: Battle Master +When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check. Source: Unearthed Arcana: Class Feature Variants p. 5 Maneuver: Snipe (UA) - As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll. + Maneuver: Battle Master +As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll. Source: Unearthed Arcana: Class Feature Variants p. 5 Maneuver: Studious Eye (UA) - When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check. + Maneuver: Battle Master +When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check. Source: Unearthed Arcana: Class Feature Variants p. 5 diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-clericdruidwizard.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-clericdruidwizard.xml new file mode 100644 index 0000000..c56a5ff --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-clericdruidwizard.xml @@ -0,0 +1,39 @@ + + + + Resonant: Absorption (UA) + + When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + + Resonant: Devastation (UA) + + If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + + Resonant: Dissolution (UA) + + The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + + Resonant: Nullification (UA) + + If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + + Resonant: Puppetry (UA) + + The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + + Resonant: Sympathy (UA) + + If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell. +Source: Unearthed Arcana: Cleric Druid Wizard p. 5 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighter.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighter.xml new file mode 100644 index 0000000..f32b7cb --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighter.xml @@ -0,0 +1,59 @@ + + + + Arcane Shot: Beguiling Arrow (UA) + + Arcane Shot: V1 (UA) +Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can't attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target. +Source: Unearthed Arcana: Fighter p. 1 + + + Arcane Shot: Brute Bane Arrow (UA) + + Arcane Shot: V1 (UA) +You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature's attacks is halved until the end of your next turn. +Source: Unearthed Arcana: Fighter p. 1 + + + Arcane Shot: Bursting Arrow (UA) + + Arcane Shot: V1 (UA) +You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 10 feet of it takes 2d6 force damage. +Source: Unearthed Arcana: Fighter p. 2 + + + Arcane Shot: Defending Arrow (UA) + + Arcane Shot: V1 (UA) +You use abjuration magic to weave a charm that disrupts your enemy's magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn. +Source: Unearthed Arcana: Fighter p. 2 + + + Arcane Shot: Grasping Arrow (UA) + + Arcane Shot: V1 (UA) +When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a -10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute. +Source: Unearthed Arcana: Fighter p. 2 + + + Arcane Shot: Piercing Arrow (UA) + + Arcane Shot: V1 (UA) +You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack using your Arcane Arrow against each creature in that line. +Source: Unearthed Arcana: Fighter p. 2 + + + Arcane Shot: Seeking Arrow (UA) + + Arcane Shot: V1 (UA) +Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it, using the Arcane Arrow. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon's range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don't learn the target's location unless it's within your line of sight. +Source: Unearthed Arcana: Fighter p. 2 + + + Arcane Shot: Shadow Arrow (UA) + + Arcane Shot: V1 (UA) +You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can't see more than 30 feet away. +Source: Unearthed Arcana: Fighter p. 2 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighterrangerrogue.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighterrangerrogue.xml new file mode 100644 index 0000000..35ae539 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-fighterrangerrogue.xml @@ -0,0 +1,45 @@ + + + + Rune: Haug (Hill Rune) (UA) + + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. +In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + Rune: Ild (Fire Rune) (UA) + + This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. +In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + Rune: Ise (Frost Rune) (UA) + + This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. +In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 1 + + + Rune: Skye (Cloud Rune) (UA) + + This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. +In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 2 + + + Rune: Stein (Stone Rune) (UA) + + This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. +In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 2 + + + Rune: Uvar (Storm Rune) (UA) + + Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated. +In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest. +Source: Unearthed Arcana: Fighter Ranger Rogue p. 2 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml index b509af5..dca8002 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml @@ -17,7 +17,8 @@ Source: Unearthed Arcana: Revised Class Options p. 5 Maneuver: Control Mount (UA) - When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check. + Maneuver: Cavalier V2 (UA) +When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check. Source: Unearthed Arcana: Revised Class Options p. 3 @@ -77,7 +78,8 @@ Source: Unearthed Arcana: Revised Class Options p. 6 Maneuver: Precision Attack (UA) - When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied. + Maneuver: Cavalier V2 (UA) +When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied. Source: Unearthed Arcana: Revised Class Options p. 3 @@ -108,13 +110,15 @@ Source: Unearthed Arcana: Revised Class Options p. 7 Maneuver: Trip Attack (UA) - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. + Maneuver: Cavalier V2 (UA) +When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the die, and add it to the attack's damage roll. If the target is Large or smaller, it must also succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Source: Unearthed Arcana: Revised Class Options p. 3 Maneuver: Warding Maneuver (UA) - If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. + Maneuver: Cavalier V2 (UA) +If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you're wielding a weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. Source: Unearthed Arcana: Revised Class Options p. 3 diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedsubclasses.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedsubclasses.xml new file mode 100644 index 0000000..cdd1a24 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedsubclasses.xml @@ -0,0 +1,67 @@ + + + + Arcane Shot: Banishing Arrow (UA) + + Arcane Shot: V2 (UA) +You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. If the arrow hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. +After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. +Source: Unearthed Arcana: Revised Subclasses p. 3 + + + Arcane Shot: Brute Bane Arrow (UA) + + Arcane Shot: V2 (UA) +You weave necromantic magic into your arrow. If your arrow hits a creature, the target takes an extra 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the damage of the target's attacks is halved until the next turn. +The necrotic damage increases to 4d6 when you reach 18th level with this class. +Source: Unearthed Arcana: Revised Subclasses p. 3 + + + Arcane Shot: Bursting Arrow (UA) + + Arcane Shot: V2 (UA) +You imbue your arrow with a blast of force energy drawn from the school of evocation. If the arrow hits a creature, the target and each creature within 10 feet of it takes 2d6 force damage. +The force damage increases to 4d6 when you reach 18th level with this class. +Source: Unearthed Arcana: Revised Subclasses p. 3 + + + Arcane Shot: Grasping Arrow (UA) + + Arcane Shot: V2 (UA) +When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. If the arrow hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. +The poison and slashing damage both increase to 4d6 when you reach 18th level in this class. +Source: Unearthed Arcana: Revised Subclasses p. 3 + + + Arcane Shot: Mind-Scrambling Arrow (UA) + + Arcane Shot: V2 (UA) +Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can't attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. +The psychic damage increases to 4d6 when you reach 18th level in this class. +Source: Unearthed Arcana: Revised Subclasses p. 4 + + + Arcane Shot: Piercing Arrow (UA) + + Arcane Shot: V2 (UA) +You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. +The piercing damage increases to 2d6 when you reach 18th level in this class. +Source: Unearthed Arcana: Revised Subclasses p. 4 + + + Arcane Shot: Seeking Arrow (UA) + + Arcane Shot: V2 (UA) +Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. +The force damage increases to 2d6 when you reach 18th level in this class. +Source: Unearthed Arcana: Revised Subclasses p. 4 + + + Arcane Shot: Shadow Arrow (UA) + + Arcane Shot: V2 (UA) +You weave illusion magic into your arrow, causing it to occlude your foe's vision with grasping shadows. If the arrow hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. +The psychic damage increases to 4d6 when you reach 18th level in this class. +Source: Unearthed Arcana: Revised Subclasses p. 4 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-thefaithful.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-thefaithful.xml new file mode 100644 index 0000000..6db2e7a --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-thefaithful.xml @@ -0,0 +1,13 @@ + + + + Pact Boon: Pact of the Star Chain (UA) + + At 3rd level, a character dedicated to the Warlock can select this option instead of one of the warlock's existing Pact Boon options. +The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known. +Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. +If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. +The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. +Source: Unearthed Arcana: The Faithful p. 1 + + diff --git a/FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml b/FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml index a001000..10e950a 100644 --- a/FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml +++ b/FightClub5eXML/Sources/XanatharsGuideToEverything/optionalfeatures-xge.xml @@ -6,6 +6,27 @@ You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch. Source: Xanathar's Guide to Everything p. 56 + + Arcane Shot: Banishing Arrow + + You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. +After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it. +Source: Xanathar's Guide to Everything p. 29 + + + Arcane Shot: Beguiling Arrow + + Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. +The psychic damage increases to 4d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 29 + + + Arcane Shot: Bursting Arrow + + You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. +The force damage increases to 4d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 29 + Invocation: Cloak of Flies 5th level @@ -20,6 +41,13 @@ Source: Xanathar's Guide to Everything p. 56 Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. Source: Xanathar's Guide to Everything p. 56 + + Arcane Shot: Enfeebling Arrow + + You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. +The necrotic damage increases to 4d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 29 + Invocation: Ghostly Gaze 7th level @@ -46,6 +74,13 @@ Source: Xanathar's Guide to Everything p. 57 Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you. Source: Xanathar's Guide to Everything p. 57 + + Arcane Shot: Grasping Arrow + + When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. +The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 29 + Invocation: Improved Pact Weapon Pact of the Blade @@ -66,12 +101,33 @@ Source: Xanathar's Guide to Everything p. 57 As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you. Source: Xanathar's Guide to Everything p. 57 + + Arcane Shot: Piercing Arrow + + You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. +The piercing damage increases to 2d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 29 + Invocation: Relentless Hex The ability to cast Hex/Curse#X, 7th level Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target. Source: Xanathar's Guide to Everything p. 57 + + Arcane Shot: Seeking Arrow + + Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location. +The force damage increases to 2d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 30 + + + Arcane Shot: Shadow Arrow + + You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. +The psychic damage increases to 4d6 when you reach 18th level in this class. +Source: Xanathar's Guide to Everything p. 30 + Invocation: Shroud of Shadow 15th level