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Ranger

Optional Ranger features and subclass references from Tasha’s Cauldron of Everything.

This reference contains the optional Ranger features introduced in this source.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player's Handbook, you don't gain the features here automat ically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.

1st-level ranger feature, which replaces the Natural

Explorer 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.

Canny (Ist Level)

Choose one of your skill proficiencies. Your profi ciency 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.

Roving (6Th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10Th Level)

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.

Favored Foe

1st-level ranger feature, which replaces the Favored

Enemy feature and works with the Foe Slayer 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 concen trating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, includ ing w-hen you m ark it, you can increase that dam age 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.

A I Alf Lin G Ranger

Exolores The Wilds,

Add It Ion Al Ranger Spells Spell Cast Ing Focus

2nd-level ranger feature

The spells in the following list expand the ranger spell list in the Player's Handbook. The list is orga nized by spell level, not character level. Each spell is in the Player's Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar's Guide to Every thing also offers more spells. 1ST LEVEL Entangle Searing smite 2ND LEVEL Aid Enhance ability Gust of wind Magic weapon Summon beast 3RD LEVEL Elemental weapon Meld into stone Revivify Summon fey 4TH LEVEL Dominate beast Summon elemental 5TH LEVEL Greater restoration

Fight Ing Style Options

2nd-level ranger feature

When you choose a fighting style, the following styles are added to your list of options.

Blind Fight Ing

You have blind sight 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 dark ness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druid Ic War Ri Or

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. When ever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Thr Own We Ap On Fight Ing

You can draw a weapon that has the thrown prop erty 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.

2nd-level ranger feature

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feath ers, fur, bones, and teeth from sacred animals.

Primal Awareness

3rd-level ranger feature, which replaces the Prime

val Awareness feature You can focus your awareness through the intercon nections 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 Aware ness 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 l7th 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.

Martial Ve Rs At Il Ity

4th-level ranger feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can re place a fighting style you know with another fighting style available to rangers. This replacement rep resents a shift of focus in your martial practice.

Na Tur Es Ve Il

10th-level ranger feature, which replaces the Hide in

Plain Sight feature You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can mag ically 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 ex pended uses when you finish a long rest. [l u AN

F Ev W Anoerer

Range Ra Rc He Types

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Fey Wanderer and the

Subclass references

Source & compatibility

Source: Tasha's Cauldron of Everything · page 56 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Campaign adaptation: Legacy 5e reference. SRD 5.2.1 takes precedence for overlapping core rules and spells. Optional class replacements, subclass timing, and prerequisites require compatibility review; this entry does not grant extra benefits automatically.

Compatibility: Original option; manual use pending compatibility review.