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

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

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

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

Homebrewed: The "Magisphere Ranger" class was made by Asch and various homebrewers. It combines bits and parcels from various homebrews to build a competent ranger that fits with the Magisphere setting. In particular, ranger's power curve has been smoothed out a bit so they aren't overpowering at low levels and drop off drastically at high levels. This class requires more playtesting and may need adjustments.

Deadly Hunters

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

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

Independent Adventurers

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

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

Creating a Ranger

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

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

Quick Build

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

Class Stats

HP Hit Points
  • Hit Dice: 1d10
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st
P Proficiencies
  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
E Starting Equipment
  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

※ Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Class Table

icon Proficiency Bonus Features Hunter's Mark Die —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st 2 Hunter's Mark, Natural Explorer 1d6
2nd 2 Fighting Style, Spellcasting 1d6 2
3rd 2 Ranger Archetype, Primeval Awareness 1d6 3
4th 2 Ability Score Improvement 1d6 3
5th 3 Extra Attack 1d8 4 2
6th 3 Deft Explorer Improvement, Favored Enemy 1d8 4 2
7th 3 Ranger Archetype Feature 1d8 4 3
8th 3 Ability Score Improvement, Land's Stride 1d8 4 3
9th 4 1d10 4 3 2
10th 4 Deft Explorer Improvement, Fade Away 1d10 4 3 2
11th 4 Ranger Archetype Feature 1d10 4 3 3
12th 4 Ability Score Improvement 1d10 4 3 3
13th 5 1d12 4 3 3 1
14th 5 Favored Enemy Improvement, Vanish 1d12 4 3 3 1
15th 5 Ranger Archetype Feature 1d12 4 3 3 2
16th 5 Ability Score Improvement 1d12 4 3 3 2
17th 6 2d12 4 3 3 3 1
18th 6 Feral Senses 2d12 4 3 3 3 1
19th 6 Ability Score Improvement 2d12 4 3 3 3 2
20th 6 Foe Slayer ᴴᴮ 2d12 4 3 3 3 2

Class Features

Hunter's Mark

Beginning at 1st level, you can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits:

  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.
  • Once per turn when you hit the target with a weapon attack, you deal additional damage as shown in the Hunter's Mark column of the Ranger table.

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

Natural Explorer

You have a natural talent to roam the world. If you are proficient in Nature or Survival, your proficiency bonus is doubled for any ability check you make that uses it. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water 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.

Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:

  • Coast. Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.
  • Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.
  • Forest. You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it.
  • Grassland. Your speed increases by 10 feet.
  • Mountain. Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
  • Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.
  • Tundra. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
  • Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
  • Urban. You gain proficiency in Investigation and your proficiency bonus is doubled for any ability check you make that uses it. You also learn to speak, read, and write one humanoid language of your choice.

You choose an additional favored terrain type at 6th level, at 10th level and at 14th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Interception.ᴴᴮ 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 melee weapon to use this reaction.
  • Unarmed Fighting.ᴴᴮ Your unarmed strike now deals bludgeoning damage equal to 1d4 plus your Strength modifier. When you attack with your Attack action using a one-handed melee weapon or your unarmed strike and you are not holding a shield, you may make another attack with your unarmed strike (and add your ability modifier to the damage) as a bonus action.
  • Thrown Weapon Fighting.ᴴᴮ 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.
  • 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.


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 Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your ranger spells. To cast one of your ranger spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your

list of prepared spells can include three spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell animal friendship, you can cast it using a 1st-level or a 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player's Handbook for a list of things that count as druidic focuses.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, 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.

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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

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.

Fade Away

Starting at 10th level, 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


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

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer ᴴᴮ

At 20th level you become an unparalleled hunter of your enemies. When you hit an enemy with an attack, you can choose to deal an additional 5d8 damage and have them make a Constitution saving throw against your spell save DC. If the target fails, you can choose one of the following conditions to inflict upon them: blinded, deafened, frightened, or incapacitated. The creature suffers from this effect until the end of your next turn. If the creature is one of your favored enemies and has fewer than 50 hit points, it dies.

Once you use this feature, you cannot use it again until after you finish a long rest.