Rangers are skill trackers, hunters, and trappers. But no two rangers hunt the same—your personal tastes define your hunting style. Are you a lone wolf or a pack leader? Do you favor weapons, spells, or traps? Where do you hunt, and what's your prey?
Choose a Ranger Archetype to help perfect your own, unique hunting style.
Choose Your Archetype
Choose your archetype from one of the following options:
- Fey Walker: You have a primal connection with the natural world, granting you magical power and an innate awareness of your surroundings.
Creating an Archetype
To create your own Ranger Archetype (or to convert an existing archetype from other sources), follow these steps:
- Add 1 Trap: At 1st-level, ranger archetypes expand the ranger trap list with 1 unique trap. Create interesting ways to bait, capture, and control prey in ways that are thematic to your archetype—be flavorsome.
- Create 1st, 3rd, and 6th-level Features: Ranger archetypes grant features at 1st, 3rd, and 6th-level.
- Create a 9th-level Capstone: At 9th-level, ranger archetypes grant a unique capstone feature that is the pinnacle of your archetype's theming.
And that's it, your archetype is complete!
You can speak the primal language of nature. Perhaps you have always been drawn to the natural world, or you received some guidance from a druidic mentor? Perhaps the blood of the fey flows in your veins?
Whatever your background, you have an innate and magical connection with the primal powers of nature.
You gain the ability to cast spells by harnessing the primal essence of nature.
The Spellcasting (Primal) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must spend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-level and Higher
At 1st-level, you know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Spellcasting (Primal) 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.
Replacing Known Spells: When you gain a ranger level, you may choose one of the ranger spells you know and replace it with another spell from the ranger spell list. This new spell must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your ranger spells. Use your Wisdom modifier to determine the saving throw DC or attack modifier for a ranger spell you cast.
Spell Save DC: 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier: your proficiency bonus + your Wisdom modifier
You use a druidic focus as a spellcasting focus for your ranger spells.
When you finish a long rest, you can replace one of your known ranger spells with another spell from the ranger spell list.
Spend 1 scrap to prepare a primal trap. When a creature that you can see moves within 30 ft of you, you can activate a primal trap. The creature must make a Wisdom saving throw. On a failed save, magical plant roots erupt from the ground in a 15 ft radius circle centered on the creature. The ground is considered as difficult terrain. This effect lasts for up to 10 minutes.
- Stumble: (+1 scrap) On a failed save, the creature is knocked prone.
- Distracting: (+2 scrap) Concentration saving throws made within the primal area have disadvantage.
- Thorns: (+1 scrap) On a failed save, the creature takes 2d4 piercing damage.
You are able to focus your natural awareness. You can cast each of the spells listed below once without expending a spell slot, even if they are not on your known spell list.
Once you cast a spell in this way, you can’t do so again until you finish a long rest.
|3rd||Detect Magic, Speak with Animals|
|5th||Beast Sense, Locate Animals or Plants|
|9th||Speak with Plants|
Moving through nonmagical difficult terrain—including that caused by your primal trap—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.
You can spend a bonus action to 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 Wisdom modifier, and you regain expended uses when you finish a long rest.
|31-35||Detect Poison and Disease|
|56-60||Hail of Thorns|
|76-80||Speak with Animals|
|21-25||Cordon of Arrows|
|41-45||Gust of Wind|
|56-60||Locate Animals or Plants|
|71-75||Pass without Trace|
|76-80||Protection from Poison|
|31-36||Meld into Stone|
|49-54||Protection from Energy|
|61-66||Speak with Plants|