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Paladin 2024

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0% found this document useful (0 votes)
967 views16 pages

Paladin 2024

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PALADIN protect the helpless and those who fight at their

side.
Primary Abilities: Strength, Charisma Almost by definition, the life of a Paladin is an
adventuring life, for every Paladin lives on the
Paladins are united by their oaths to stand front lines of the cosmic struggle against
against the forces of annihilation and corruption. annihilation. Fighters are rare enough among the
Whether sworn before a god’s altar, in a sacred ranks of a world’s armies, but even fewer people
glade before nature spirits and fey beings, or in a can claim the calling of a Paladin. When they do
moment of desperation and grief with the dead receive the call, these blessed folk turn from
as the only witnesses, a Paladin’s oath is a their former occupations and take up arms and
powerful bond. It is a source of power that turns magic. Sometimes their oaths lead them into the
a devout warrior into a blessed champion. service of the crown as leaders of elite groups of
A Paladin swears to stand against corrupting knights, but even then, their loyalty is first to
influences and to hunt the forces of ruin their sacred oaths, not to crown and country.
wherever they lurk. Different Paladins focus on Adventuring Paladins take their work
various aspects of these causes, but all are bound seriously. A delve into an ancient ruin or a dusty
by the oaths that grant them power to do their crypt can be a quest driven by a higher purpose
sacred work. than the acquisition of treasure. Malign forces
Paladins train to learn the skills of combat, lurk in dungeons, and even the smallest victory
mastering a variety of weapons and armor. Even against them can tilt the cosmic balance away
so, their martial skills are secondary to the from oblivion.
magical power they wield—power to heal the
sick and injured, to smite their foes, and to

PALADIN
Channel Prepared —Spell Slots per Spell Level—
Level Prof. Bonus Class Features Divinity Spells 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting, Weapon Mastery — 2 2 — — — —
2nd +2 Fighting Style, Paladin’s Smite — 3 2 — — — —
3rd +2 Channel Divinity, Paladin Subclass 2 4 3 — — — —
4th +2 Ability Score Improvement 2 5 3 — — — —
5th +3 Extra Attack, Faithful Steed 2 6 4 2 — — —
6th +3 Aura of Protection 2 6 4 2 — — —
7th +3 Subclass Feature 2 7 4 3 — — —
8th +3 Ability Score Improvement 2 7 4 3 — — —
9th +4 Abjure Foes 2 9 4 3 2 — —
10th +4 Aura of Courage 2 9 4 3 2 — —
11th +4 Radiant Strikes 3 10 4 3 3 — —
12th +4 Ability Score Improvement 3 10 4 3 3 — —
13th +5 — 3 11 4 3 3 1 —
14th +5 Restoring Touch 3 11 4 3 3 1 —
15th +5 Subclass Feature 3 12 4 3 3 2 —
16th +5 Ability Score Improvement 3 12 4 3 3 2 —
17th +6 — 3 14 4 3 3 3 1
18th +6 Aura Expansion 3 14 4 3 3 3 1
19th +6 Ability Score Improvement 3 15 4 3 3 3 2
20th +6 Subclass Feature 3 15 4 3 3 3 2

©2023 Wizards of the Coast LLC 32


DESIGN NOTE: PALADIN UPDATES PROFICIENCIES
Here are the main updates in this class since its last Saving Throws: Wisdom, Charisma
playtest version: Skills (Choose 2): Athletics, Insight, Intimidation,
• Lay on Hands is now a Bonus Action. Medicine, Persuasion, Religion
• Spellcasting has three noteworthy changes: (1) Weapons: Simple Weapons, Martial Weapons
spell preparation is no longer tied to the level of Tools: None
your spell slots, (2) the Paladin can change one
prepared spell upon finishing a Long Rest, and (3) ARMOR TRAINING
cantrips are no longer included; the Paladin Light Armor, Medium Armor, Heavy Armor, Shields
instead gets Weapon Mastery at 1st level.
• Weapon Mastery is a new 1st-level feature. STARTING EQUIPMENT
• Paladin’s Smite, formerly called Divine Smite, As a 1st-level character, you start with the
now gives you a list of Paladin-exclusive smite following equipment, or you can forgo it and spend
spells that you always have prepared. 150 GP on equipment of your choice.
• Channel Divinity has a new rule in the
multiclassing sidebar. Chain Mail Priest’s Pack
• Paladin Subclass levels now match the level Holy Symbol Shield
progression in the 2014 Paladin, ensuring Javelin (6) 9 GP
compatibility with subclasses already in print. Longsword
• Aura of Protection has returned to 6th level, and
the aura is inactive if you’re Incapacitated. MULTICLASSING AND THE PALADIN
• Abjure Foes now does nothing on a successful If your group uses the multiclassing rules in the
save. Player’s Handbook, here’s what you need to know
if you choose Paladin as one of your classes.
• Aura of Courage has returned to 10th level.
Ability Score Minimum. As a multiclass
• Radiant Strikes now works with melee weapons
character, you must have a score of at least 13 in
and Unarmed Strikes.
the Paladin’s primary abilities—Strength and
• Restoring Touch has moved to 14th level.
Charisma—to take a level in this class or to take a
• Divine Conduit has been removed in favor of
level in another class if you are already a Paladin.
Aura Expansion returning to 18th level.
Proficiencies Gained. If Paladin isn’t your initial
CREATING A PALADIN class, you gain proficiency with Martial Weapons
when you take your first Paladin level.
To create a Paladin, consult the following lists, Armor Training. When you gain your first Paladin
which provide Hit Points, proficiencies, and level, you gain armor training with the following:
armor training. If you’re making a 1st-level Light Armor, Medium Armor, and Shields.
character, also consult the “Starting Equipment” Spell Slots. Add half your Paladin levels (rounded
section, and if you’re using the multiclassing
up) to the appropriate levels from other classes to
rules, see the “Multiclassing and the Paladin”
determine your available spell slots for casting
sidebar.
spells, as detailed in the multiclassing rules.
Then look at the Paladin table to see the class
features you get at each level in this class. The You prepare spells for each of your classes
descriptions of those features appear in the individually, referring to the spell slots of an
“Paladin Class Features” section. individual class to determine the number and
levels of the spells you prepare for it.
HIT POINTS Channel Divinity. If you have more than one
Hit Dice: 1d10 per Paladin level class with the Channel Divinity feature, a class’s
Hit Points at 1st Level: 10 + your Constitution uses of the feature can be expended only on that
modifier class’s Channel Divinity options.
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier

©2023 Wizards of the Coast LLC 33


PALADIN CLASS FEATURES If another Paladin feature gives spells that you
always have prepared, those spells don’t count
As a Paladin, you gain the following class against the number of spells on the list you
features when you reach the specified levels in prepare with this Spellcasting feature, but those
this class. These features are listed on the spells otherwise follow the rules in this feature.
Paladin table. Changing Your Prepared Spells. Whenever
you finish a Long Rest, you can replace one spell
1ST LEVEL: LAY ON HANDS on your list with another Divine spell for which
Your blessed touch can heal wounds. You have a you have spell slots.
pool of healing power that replenishes when you Spellcasting Ability. Charisma is your
take a Long Rest. With that pool, you can restore Spellcasting Ability for your Paladin spells.
a total number of Hit Points equal to five times Spellcasting Focus. You can use a Holy Symbol
your Paladin level. as a Spellcasting Focus for the spells you prepare
As a Bonus Action, you can touch a creature for this class.
(which could be yourself) and draw power from
the pool of healing to restore a number of Hit 1ST LEVEL: WEAPON MASTERY
Points to that creature, up to the maximum Your training with weapons allows you to use
amount remaining in the pool. the Mastery property of two kinds of weapons of
In addition, you can expend 5 Hit Points from your choice with which you have proficiency,
the pool of healing to remove the Poisoned such as Longswords and Javelins.
condition from the creature, rather than using Whenever you finish a Long Rest, you can
those points to restore Hit Points. change the kinds of weapons you chose. For
example, you could switch to using the Mastery
1ST LEVEL: SPELLCASTING properties of Halberds and Flails.
You have learned to cast spells through prayer,
meditation, and devotion. See the Player’s 2ND LEVEL: PALADIN’S SMITE
Handbook for the rules on spellcasting. The You have mastered smiting your targets with
information below details how you use those divine energy. You always have certain spells
rules as a Paladin. ready; when you reach a Paladin level specified
Spell Slots. The Paladin table shows how many in the Smite Spells table, you thereafter always
spell slots you have to cast your spells of 1st have the listed spells prepared.
level and higher. To cast one of these spells, you In addition, you can cast one of your prepared
must expend a slot of the spell’s level or higher. spells from this feature without expending a
You regain all expended spell slots when you spell slot, and you must finish a Long Rest before
finish a Long Rest. you use this benefit again.
Prepared Spells of 1st+ Level. You prepare
the list of spells of 1st level and higher that are SMITE SPELLS
available for you to cast with this feature. To Paladin Level Spells
start, choose two 1st-level spells from the Divine 2nd Divine Smite, Thunderous Smite
spell list. Rather than choosing, you may start 5th Shining Smite
with Heroism and Searing Smite. 9th Blinding Smite
The number of spells on your list increases as 13th Staggering Smite
you gain Paladin levels, as shown in the 17th Banishing Smite
Prepared Spells column of the Paladin table.
Whenever that number increases, choose 2ND LEVEL: FIGHTING STYLE
additional spells from the Divine spell list until You have honed your martial prowess. You gain
the number of spells on your list matches the one of the following Fighting Style feats of your
number on the table. The chosen spells must be choice: Defense, Dueling, Great Weapon Fighting,
of a level for which you have spell slots. For or Protection.
example, if you’re a 5th-level Paladin, your list of
prepared spells can include six Divine spells of 3RD LEVEL: CHANNEL DIVINITY
1st or 2nd level, in any combination. You can channel divine energy directly from the
Outer Planes, using that energy to fuel magical

©2023 Wizards of the Coast LLC 34


effects. You start with one such effect: Divine 6TH LEVEL: AURA OF PROTECTION
Sense, which is described below. Other Paladin You radiate a protective, invisible aura that
features give additional Channel Divinity effect extends 10 feet from you in every direction, but
options. Each time you use this Channel Divinity, it doesn’t extend through Total Cover. The aura
you choose which effect to create from among is inactive while you have the Incapacitated
those you have from this class. condition.
You can use Channel Divinity twice. You regain You and your allies in the aura gain a bonus to
one expended use when you finish a Short Rest, saving throws equal to your Charisma modifier
and you regain all expended uses when you (minimum bonus of +1).
finish a Long Rest. You gain additional uses when If another Paladin is present, a creature can
you reach certain Paladin levels, as shown in the benefit from only one Aura of Protection at a
Channel Divinity column of the Paladin table. time; the creature chooses which one when
If a Channel Divinity effect requires a saving entering the auras.
throw, the DC equals the Spell Save DC from this
class’s Spellcasting feature. 7TH LEVEL: SUBCLASS FEATURE
Divine Sense. As a Bonus Action, you can open You gain a feature from your Paladin subclass.
your awareness to detect Celestials, Fiends, and
Undead. For the next 10 minutes or until you 8TH LEVEL: ABILITY SCORE IMPROVEMENT
have the Incapacitated condition, you know the You gain the Ability Score Improvement feat or
location of any creature of those types within 60 another feat of your choice for which you qualify.
feet of yourself, and you know its creature type.
Within the same radius, you also detect the 9TH LEVEL: ABJURE FOES
presence of any place or object that has been As a Magic action, you can expend one use of
consecrated or desecrated, as with the Hallow your Channel Divinity to overwhelm foes with
spell. divine awe. As you present your Holy Symbol or
weapon, you can target a number of creatures
3RD LEVEL: PALADIN SUBCLASS equal to your Charisma modifier (minimum of
You gain a Paladin subclass of your choice: Oath one creature) that you can see within 60 feet of
of Devotion, Oath of Glory, Oath of the Ancients, yourself.
or Oath of Vengeance. Subclasses are detailed Each target must succeed on a Wisdom saving
after this class’s description. throw or have the Dazed and Frightened
A subclass is a specialization that grants you conditions for 1 minute or until it takes any
special abilities at certain Paladin levels. For the damage.
rest of your career, you gain each of your
subclass’s features that are of your Paladin level 10TH LEVEL: AURA OF COURAGE
and lower. You and your allies are immune to the
Frightened condition while in your Aura of
4TH LEVEL: ABILITY SCORE IMPROVEMENT Protection. If a Frightened ally enters the aura,
You gain the Ability Score Improvement feat or that condition has no effect on that ally while
another feat of your choice for which you qualify. there.

5TH LEVEL: EXTRA ATTACK 11TH LEVEL: RADIANT STRIKES


You can attack twice, instead of once, whenever You are so suffused with divine might that your
you take the Attack action on your turn. weapon strikes carry supernatural power with
them. When you hit a target with an attack roll
5TH LEVEL: FAITHFUL STEED using a melee weapon or an Unarmed Strike, the
You can easily call on the aid of an otherworldly target takes an extra 1d8 Radiant damage.
steed. You always have the Find Steed spell
prepared. 12TH LEVEL: ABILITY SCORE IMPROVEMENT
You can also cast the spell once without You gain the Ability Score Improvement feat or
expending a spell slot, and you regain the ability another feat of your choice for which you qualify.
to do so when you finish a Long Rest.

©2023 Wizards of the Coast LLC 35


14TH LEVEL: RESTORING TOUCH A Paladin who has broken a vow typically seeks
When you use Lay on Hands on a creature, you absolution from a priest of the same faith or from
can also remove one or more of the following another Paladin of the same order. The Paladin
conditions from the creature: Blinded, Charmed, might spend an all-night vigil in prayer as a sign of
Dazed, Deafened, Frightened, Paralyzed, or penitence or undertake a fast or similar act of self-
Stunned. You must expend 5 Hit Points from the denial. After a rite of confession and forgiveness,
healing pool of Lay on Hands for each of these the Paladin starts fresh.
conditions you remove; those points don’t also If a Paladin willfully violates their oath and shows
restore Hit Points to the creature. no sign of repentance, the consequences might be
more serious. At the DM’s discretion, an
15TH LEVEL: SUBCLASS FEATURE impenitent Paladin might be forced to take a more
You gain a feature from your Paladin subclass. appropriate subclass or even to abandon the class
and adopt another one.
16TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or OATH OF DEVOTION
another feat of your choice for which you qualify. The Oath of Devotion binds Paladins to the
loftiest ideals of justice and order. These
18TH LEVEL: AURA EXPANSION Paladins meet the ideal of the knight in shining
Your Aura of Protection now extends 30 feet armor. They hold themselves to the highest
from you rather than 10 feet. standards of conduct, and some, for better or
worse, hold the rest of the world to the same
19TH LEVEL: ABILITY SCORE IMPROVEMENT standards. Many who swear this oath are
You gain the Ability Score Improvement feat or devoted to gods of law and good and use their
another feat of your choice for which you qualify. gods’ tenets as the measure of their devotion.
They hold angels as their ideals and incorporate
20TH LEVEL: SUBCLASS FEATURE images of angelic wings into their helmets or
You gain a feature from your Paladin subclass. coats of arms.

PALADIN SUBCLASSES DESIGN NOTE: OATH OF DEVOTION UPDATES


Here are the main updates in this subclass since its
A Paladin subclass is a specialization that grants
last playtest version:
you special abilities at certain Paladin levels, as
specified in the subclass. This section presents • Oath Spells has a revised list of spells. Smite
three subclasses: Oath of Devotion, Oath of spells were replaced since they’re now in the
Glory, Oath of the Ancients, and Oath of Paladin’s Smite feature.
Vengeance. • Smite of Protection has moved to 15th level. In
Each of this class’s subclasses represents a addition, it now works with all your Paladin’s
body of oaths that a Paladin begins taking upon Smite spells, and it provides Half Cover to you
joining the class. The final oath, taken at 3rd and your allies in your Aura of Protection.
level, is the culmination of a Paladin’s training. • Holy Nimbus now provides Advantage on saving
Some characters with this class don’t consider
throws against effects from Fiends and Undead.
themselves true Paladins until they have reached
3rd level and made this oath. For others, the 3RD LEVEL: OATH SPELLS
actual swearing of the oath is a formality, an The magic of your oath ensures you always have
official stamp on what was already true in the certain spells ready; when you reach a Paladin
Paladin’s heart. level specified in the Oath of Devotion Spells
table, you thereafter always have the listed
BREAKING YOUR OATH spells prepared.
A Paladin tries to hold to the highest standards of
conduct, but even the most dedicated Paladin is OATH OF DEVOTION SPELLS
fallible. Sometimes the right path proves too Paladin Level Spells
demanding, and sometimes the heat of emotion 3rd Protection from Evil and Good,
causes a Paladin to transgress their oath. Shield of Faith

©2023 Wizards of the Coast LLC 36


5th Aid, Zone of Truth your use of it by expending a 5th-level spell slot
9th Beacon of Hope, Dispel Magic (no action required).
13th Freedom of Movement, Guardian
of Faith TENETS OF DEVOTION
17th Commune, Flame Strike Though the exact words and strictures of the Oath
of Devotion vary, Paladins of this oath share these
3RD LEVEL: SACRED WEAPON tenets.
As a Bonus Action, you can expend one use of Honesty. Don’t lie or cheat. Let your word be
your Channel Divinity to imbue one melee your promise.
weapon that you are holding with positive Courage. Never fear to act, though caution is
energy. For 1 minute, you add your Charisma wise.
modifier to attack rolls you make with that Compassion. Aid others, protect the weak, and
weapon (minimum bonus of +1), and each time punish those who threaten them. Show mercy to
you hit with it, you cause it to deal its normal your foes, but temper it with wisdom.
damage type or Radiant damage. Honor. Treat others with fairness, and let your
The weapon also emits bright light in a 20-foot honorable deeds be an example to them.
radius and dim light 20 feet beyond that. Duty. Be responsible for your actions and their
You can end this effect as a Bonus Action. This consequences, protect those entrusted to your
effect also ends if you aren’t holding or carrying
care, and obey those who have just authority over
the weapon or if you have the Incapacitated
you.
condition.
OATH OF GLORY
7TH LEVEL: AURA OF DEVOTION
You and your allies are immune to the Charmed Paladins who take the Oath of Glory believe they
condition while in your Aura of Protection. If a and their companions are destined to achieve
Charmed ally enters the aura, that condition has glory through deeds of heroism. They train
no effect on that ally while there. diligently and encourage their companions so
they’re all ready when destiny calls.
15TH LEVEL: SMITE OF PROTECTION
Your magical smites now radiate protective
DESIGN NOTE: OATH OF GLORY
energy. Whenever you cast any of your Paladin’s Here are the main updates in this subclass since
Smite spells, you and your allies in your Aura of Tasha's Cauldron of Everything:
Protection have Half Cover until the start of your • Inspiring Smite no longer requires a Bonus
next turn. Action, and it now works with all the spells
provided by the Paladin’s Smite feature.
20TH LEVEL: HOLY NIMBUS • Peerless Athlete now lasts for 1 hour rather than
As a Bonus Action, you can imbue your Aura of 10 minutes.
Protection with holy power, granting the • Aura of Alacrity now enhances Aura of
following benefits for 1 minute or until you end
Protection, which results in the feature’s range
them as a Bonus Action:
being greater than before.
Holy Ward. You have Advantage on any saving
3RD LEVEL: OATH SPELLS
throw you are forced to make by a Fiend or an
The magic of your oath ensures you always have
Undead.
certain spells ready; when you reach a Paladin
Radiant Damage. Whenever an enemy starts its
level specified in the Oath of Glory Spells table,
turn in the aura, that creature takes Radiant
you thereafter always have the listed spells
damage equal to your Proficiency Bonus plus
prepared.
your Charisma modifier.
Sunlight. The aura is filled with bright light that OATH OF GLORY SPELLS
is sunlight. Paladin Level Spells
Once you use this feature, you can’t use it again 3rd Guiding Bolt, Heroism
until you finish a Long Rest. You can also restore 5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy

©2023 Wizards of the Coast LLC 37


13th Compulsion, Freedom of Movement Charismatic. You are blessed with an
17th Commune, Flame Strike otherworldly presence, gaining Advantage on
all Charisma checks.
3RD LEVEL: INSPIRING SMITE Saving Throw Reroll. If you fail a saving throw,
Immediately after you deal damage to a creature you can use your Reaction to reroll it. You
with any of your Paladin’s Smite spells, you can must use this new roll.
expend one use of your Channel Divinity and Unerring Strike. Once on each of your turns
distribute Temporary Hit Points to creatures of when you make an attack roll with a weapon
your choice within 30 feet of yourself, which can and miss, you can cause that attack to hit
include you. The total number of Temporary Hit instead.
Points equals 2d8 + your Paladin level, divided Once you use this feature, you can’t use it again
among the chosen creatures however you like. until you finish a Long Rest. You can also restore
your use of it by expending a 5th-level spell slot
3RD LEVEL: PEERLESS ATHLETE (no action required).
As a Bonus Action, you can expend one use of
your Channel Divinity to augment your TENETS OF GLORY
athleticism. For 1 hour, you have Advantage on Though the exact words and strictures of the Oath
Strength (Athletics) and Dexterity (Acrobatics) of Glory vary, Paladins of this oath share these
checks; you can carry, push, drag, and lift twice tenets.
as much weight as normal; and the distance of Actions over Words. Strive to be known by
your long and high jumps increases by 10 feet glorious deeds, not words.
(this extra distance costs movement as normal).
Challenges Are but Tests. Face hardships with
courage, and encourage your allies to face them
7TH LEVEL: AURA OF ALACRITY
with you.
Your Speed increases by 10 feet, and the Speed
Hone the Body. Like raw stone, your body must
of any ally who starts their turn in your Aura of
be worked so its potential can be realized.
Protection increases by 10 feet until the end of
that turn. Discipline the Soul. You must marshal the
discipline to overcome failings within yourself that
15TH LEVEL: GLORIOUS DEFENSE threaten to dim the glory of you and your friends.
You can turn defense into a sudden strike. When OATH OF THE ANCIENTS
you or another creature you can see within 10
feet of you is hit by an attack roll, you can use The Oath of the Ancients is as old as the first
your Reaction to grant a bonus to the target’s AC elves and the rituals of Druids. Paladins who
against that attack, potentially causing it to miss. swear this oath cherish the light; they love the
The bonus equals your Charisma modifier beautiful and life-giving things of the world more
(minimum of +1). If the attack misses, you can than any principles of honor, courage, and
make one weapon attack against the attacker as justice. They adorn their armor and clothing
part of this Reaction, provided the attacker is with images of growing things—leaves, antlers,
within your weapon’s range. or flowers—to reflect their commitment to
You can use this feature a number of times preserving life and light in the world.
equal to your Charisma modifier (minimum of
once), and you regain all expended uses when DESIGN NOTE: OATH OF THE ANCIENTS UPDATES
you finish a Long Rest. Here are the main updates in this subclass since
the 2014 Player’s Handbook:
20TH LEVEL: LIVING LEGEND • Nature’s Wrath can now restrain multiple
You can empower yourself with the legends— creatures of the Paladin’s choice within 15 feet
whether true or exaggerated—of your great of them instead of one creature within 10 feet.
deeds. As a Bonus Action, you gain the following
• Turn the Faithless has been replaced by Abjure
benefits for 1 minute:
Foes in the base class.

©2023 Wizards of the Coast LLC 38


• Aura of Warding now enhances the Paladin’s 20TH LEVEL: ELDER CHAMPION
Aura of Protection and provides resistance to As a Bonus Action, you can imbue your Aura of
Necrotic and Radiant damage. Protection with primal power, granting the
• Undying Sentinel now also heals you. following benefits for 1 minute or until you end
• Elder Champion is now a Bonus Action instead of them as a Bonus Action:
an action, and it benefits all your spells, not just
Paladin spells. You can also regain the use of it by Diminish Defiance. Enemies in the aura have
expending a 5th-level spell slot. Disadvantage on saving throws against your
spells and Channel Divinity options.
3RD LEVEL: OATH SPELLS Regeneration. At the start of each of your turns,
The magic of your oath ensures you always have you regain 10 Hit Points.
certain spells ready; when you reach a Paladin Swift Spells. Whenever you cast a spell that has
level specified in the Oath of the Ancients Spells a casting time of 1 action, you can cast it using
table, you thereafter always have the listed a Bonus Action instead.
spells prepared. Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
OATH OF THE ANCIENTS SPELLS your use of it by expending a 5th-level spell slot
Paladin Level Spells
(no action required).
3rd Ensnaring Strike, Speak with Animals
5th Misty Step, Moonbeam
TENETS OF THE ANCIENTS
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
Though the exact words and strictures of the Oath
17th Commune with Nature, Tree Stride of Ancients vary, Paladins of this oath share these
tenets.
Kindle the Light. Through your acts of mercy,
3RD LEVEL: NATURE’S WRATH
kindness, and forgiveness, kindle the light of hope
As an action, you can expend one use of your
Channel Divinity to conjure grasping spectral in the world, beating back despair.
vines around nearby creatures. Each creature of Shelter the Light. Where life flourishes, stand
your choice that you can see within 15 feet of against the forces that would render it barren.
you must succeed on a Strength saving throw or Preserve Your Own Light. Delight in song,
have the Restrained condition for 1 minute. A laughter, and art. If you allow the light to die in
Restrained creature repeats the saving throw at your own heart, you can’t preserve it in the world.
the end of each of its turns, ending the effect on Be the Light. Be a glorious beacon for all who live
itself on a success. in despair. Let the light of your joy and courage
shine forth in all your deeds.
7TH LEVEL: AURA OF WARDING
Ancient magic lies so heavily upon you that it OATH OF VENGEANCE
forms an eldritch ward, blunting energy from The Oath of Vengeance is a solemn commitment
beyond the Material Plane; you and your allies to punish those who have committed grievously
have resistance to Necrotic, Psychic, and Radiant evil acts. When evil armies slaughter helpless
damage while in your Aura of Protection. villagers, when a tyrant defies the will of the
gods, when a thieves’ guild grows too violent and
15TH LEVEL: UNDYING SENTINEL powerful, when a dragon rampages through the
When you are reduced to 0 Hit Points and not countryside—at times like these, paladins arise
killed outright, you can choose to drop to 1 Hit and swear an Oath of Vengeance to set right
Point instead, and you regain a number of Hit what has gone wrong.
Points equal to three times your Paladin level.
Once you use this feature, you can’t do so again DESIGN NOTE: OATH OF VENGEANCE UPDATES
until you finish a Long Rest. Here are the main updates in this subclass since
Additionally, you suffer none of the drawbacks the 2014 Player’s Handbook:
of old age, and you can’t be aged magically.
• Oath Spells now has Compelled Duel instead of
Hunter’s Mark.

©2023 Wizards of the Coast LLC 39


• Vow of Enmity now lets you move your vow to attack, you can use your Reaction to make a
another creature if the previous creature was melee attack against that creature if it’s within
reduced to 0 hit points before the duration of range.
the feature ends, and the feature’s range has
increased. 20TH LEVEL: AVENGING ANGEL
• Relentless Avenger can now reduce the target’s As a Bonus Action, you can imbue your Aura of
Speed to 0. Protection with holy power, granting the
• Abjure Enemy has been replaced by Abjure Foes following benefits for 10 minutes or until you
in the base class. end them as a Bonus Action:
• Avenging Angel now uses a Bonus Action instead Flight. You sprout spectral wings on your back.
of an action, and its duration is now 10 minutes You have a Fly Speed equal to your Speed and
rather than an hour. You can also regain the use can Hover.
of it by expending a 5th-level spell slot. Frightful Aura. Whenever an enemy starts its
turn in the aura, that creature must succeed on
3RD LEVEL: OATH SPELLS a Wisdom saving throw or have the Frightened
The magic of your oath ensures you always have condition for 1 minute or until it takes any
certain spells ready; when you reach a Paladin damage. Attack rolls against the Frightened
level specified in the Oath of Vengeance Spells creature have Advantage.
table, you thereafter always have the listed
spells prepared. Once you use this feature, you can’t use it again
until you finish a Long Rest. You can also restore
OATH OF VENGEANCE SPELLS your use of it by expending a 5th-level spell slot
Paladin Level Spells (no action required).
3rd Bane, Compelled Duel
5th Hold Person, Misty Step TENETS OF VENGEANCE
9th Haste, Protection from Energy Though the exact words and strictures of the Oath
13th Banishment, Dimension Door of Vengeance vary, Paladins of this oath share
17th Hold Monster, Scrying these tenets.
Fight the Greater Evil. Faced with a choice of
3RD LEVEL: VOW OF ENMITY fighting my sworn foes or combating a lesser evil, I
As a Bonus Action, you can expend one use of choose the greater evil.
your Channel Divinity to utter a vow of enmity No Mercy for the Wicked. Ordinary foes might
against a creature you can see within 30 feet of win my mercy, but my sworn enemies do not.
yourself. You gain Advantage on attack rolls By Any Means Necessary. My qualms can’t get in
against the creature for 1 minute. the way of exterminating my foes.
If the creature drops to 0 Hit Points before the Restitution. If my foes wreak ruin on the world, it
vow ends, you can transfer the vow to a different is because I failed to stop them. I must help those
creature within 30 feet of yourself (no action harmed by my misdeeds.
required). You can make this transfer no more
than once per turn.

7TH LEVEL: RELENTLESS AVENGER


Your supernatural focus helps you close off a
foe’s retreat. When you hit a creature with an
Opportunity Attack, you can reduce the
creature’s Speed to 0, and you can then move up
to half your Speed as part of the same Reaction.
This movement doesn’t provoke Opportunity
Attacks.

15TH LEVEL: SOUL OF VENGEANCE


Immediately after a creature under the effect of
your Vow of Enmity hits or misses with an

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RANGER DESIGN NOTE: RANGER UPDATES
Here are the main updates in this class since its last
Primary Ability: Dexterity, Wisdom playtest version:
Far from the bustle of cities, amid the trees of • Deft Explorer replaces the Expertise feature at
trackless forests and across wide plains, Rangers 1st level. Deft Explorer includes one Expertise
keep their unending watch. choice, along with some terrain-oriented
Wanderers of the wilderness, Rangers material, which playtesters requested. The
specialize in facing monsters that threaten the feature now improves at 9th level.
world. Rangers learn to track their quarry as a • Spellcasting has three noteworthy changes: (1)
predator does, moving stealthily through the spell preparation is no longer tied to the level of
wilds and hiding themselves in brush and rubble. your spell slots, (2) the Ranger can change one
Thanks to their connection with nature, prepared spell upon finishing a Long Rest, and (3)
Rangers can also cast spells that harness the cantrips are no longer included; the Ranger
primal powers of the wilderness. A Ranger’s instead gets Weapon Mastery at 1st level.
talents and magic are honed with deadly focus • Weapon Mastery is a new 1st-level feature.
on the task of protecting the world from the
• Favored Enemy has moved to 2nd level, and it
ravages of monsters and tyrants.
no longer removes Concentration from Hunter’s
Mark, which was overpowered in playtests. The
feature instead now allows you to cast the spell a
number of times without expending a spell slot.

RANGER
Prepared —Spells Slots per Spell Level—
Level Prof. Bonus Class Features Spells 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Spellcasting, Weapon Mastery 2 2 — — — —
2nd +2 Favored Enemy, Fighting Style 3 2 — — — —
3rd +2 Ranger Subclass 4 3 — — — —
4th +2 Ability Score Improvement 5 3 — — — —
5th +3 Extra Attack 6 4 2 — — —
6th +3 Roving 6 4 2 — — —
7th +3 Subclass Feature 7 4 3 — — —
8th +3 Ability Score Improvement 7 4 3 — — —
9th +4 Conjure Barrage, Deft Explorer Improvement 9 4 3 2 — —
10th +4 Tireless 9 4 3 2 — —
11th +4 Subclass Feature 10 4 3 3 — —
12th +4 Ability Score Improvement 10 4 3 3 — —
13th +5 — 11 4 3 3 1 —
14th +5 Nature’s Veil 11 4 3 3 1 —
15th +5 Subclass Feature 12 4 3 3 2 —
16th +5 Ability Score Improvement 12 4 3 3 2 —
17th +6 Conjure Volley 14 4 3 3 3 1
18th +6 Feral Senses 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Foe Slayer 15 4 3 3 3 2

©2023 Wizards of the Coast LLC 41


• Ranger Subclass levels now match the level STARTING EQUIPMENT
progression in the 2014 Ranger, ensuring As a 1st-level character, you start with the
compatibility with subclasses already in print. following equipment, or you can forgo it and
• Conjure Barrage is a new 9th-level feature. spend 150 GP on equipment of your choice.
• Nature’s Veil no longer uses spell slots, and it
has moved to 14th level. Arrows (20) Quiver
Druidic Focus (Sprig of Scimitar
• Tireless now gives Temporary Hit Points as an
Mistletoe) Shortsword
action, as in Tasha’s Cauldron of Everything. Explorer’s Pack Studded Leather Armor
• Conjure Volley is a new 17th-level feature. Longbow or Shortbow 7 GP
• Feral Senses has returned to 18th level.
• Foe Slayer is now an improved version of the MULTICLASSING AND THE RANGER
2014 feature and has returned to 20th level, If your group uses the multiclassing rules in the
replacing Epic Boon (Epic Boon feats will return Player’s Handbook, here’s what you need to know
in a future UA, but they won’t be built into a if you choose Ranger as one of your classes.
class’s level progression). Foe Slayer is now not Ability Score Minimum. As a multiclass
limited to once per turn. character, you must have a score of at least 13 in
the Ranger’s primary abilities, Dexterity and
CREATING A RANGER Wisdom, to take a level in this class or to take a
To create a Ranger, consult the following lists, level in another class if you are already a Ranger.
which provide Hit Points, proficiencies, and Proficiencies Gained. If Ranger isn’t your initial
armor training. If you’re making a 1st-level class, here are the proficiencies you gain when you
character, also consult the “Starting Equipment” take your first Ranger level: Martial Weapons and
section, and if you’re using the multiclassing one skill of your choice from the Ranger’s skill list.
rules, see the “Multiclassing and the Ranger” Armor Training. When you gain your first Ranger
section. level, you gain the following armor training: Light
Then look at the Ranger table to see the class Armor, Medium Armor, and Shield.
features you get at each level in this class. The Spell Slots. Add half your Ranger levels (rounded
descriptions of those features appear in the up) to the appropriate levels from other classes to
“Ranger Class Features” section. determine your available spell slots for casting
spells, as detailed in the multiclassing rules.
HIT POINTS You prepare spells for each of your classes
Hit Dice: 1d10 per Ranger level individually, referring to the spell slots of an
Hit Points at 1st Level: 10 + your Constitution individual class to determine the number and
modifier levels of the spells you prepare for it.
Hit Points per Level after 1st: 1d10 (or 6) + your
Constitution modifier
RANGER CLASS FEATURES
PROFICIENCIES As a Ranger, you gain the following class features
Saving Throws: Strength, Dexterity when you reach the specified levels in this class.
Skills (Choose 3): Animal Handling, Athletics, These features are listed on the Ranger table.
Insight, Investigation, Nature, Perception,
Stealth, Survival 1ST LEVEL: DEFT EXPLORER
Weapons: Simple Weapons, Martial Weapons You are an unsurpassed explorer. Choose one of
your proficiencies in a skill that appears on the
Tools: None
Ranger skill list. You gain Expertise in that skill.
In addition, choose two types of terrain: arctic,
ARMOR TRAINING coast, desert, forest, grassland, mountain,
Light Armor, Medium Armor, Shields swamp, or the Underdark. You have Advantage
on Intelligence (Nature) checks about the chosen
terrains, and you have Advantage on Wisdom
(Survival) checks to track creatures in them.

©2023 Wizards of the Coast LLC 42


Whenever you finish a Long Rest, you can Whenever you finish a Long Rest, you can
meditate and replace one of the chosen terrain change the kinds of weapons you chose. For
types with a different one from the list. example, you could switch to using the Mastery
properties of Scimitars and Shortswords.
1ST LEVEL: SPELLCASTING
You have learned to channel the magical essence 2ND LEVEL: FAVORED ENEMY
of nature to cast spells. See the Player’s You are adept at focusing on a single foe. You
Handbook for the rules on spellcasting. The always have the Hunter’s Mark spell prepared.
information below details how you use those You can cast it a number of times equal to your
rules as a Ranger. Wisdom modifier (minimum of once) without
Spell Slots. The Ranger table shows how many expending a spell slot, and you regain all
spell slots you have to cast your spells of 1st expended uses of this ability when you finish a
level and higher. To cast one of these spells, you Long Rest.
must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you 2ND LEVEL: FIGHTING STYLE
finish a Long Rest. You have honed your martial prowess. You gain
Prepared Spells of 1st+ Level. You prepare one of the following Fighting Style feats of your
the list of spells of 1st level and higher that are choice: Archery, Defense, Dueling, or Two-
available for you to cast with this feature. To Weapon Fighting.
start, choose two 1st-level spells from the Primal
spell list. Rather than choosing, you may start 3RD LEVEL: RANGER SUBCLASS
with Cure Wounds and Ensnaring Strike. You gain a Ranger subclass of your choice: Beast
The number of spells on your list increases as Master, Fey Wanderer, Gloom Stalker, or Hunter.
you gain Ranger levels, as shown in the Prepared Subclasses are detailed after this class’s
Spells column of the Ranger table. Whenever description (for this playtest, use Fey Wanderer
that number increases, choose additional spells from Tasha’s Cauldron of Everything).
from the Primal spell list until the number of A subclass is a specialization that grants you
spells on your list matches the number on the special abilities at certain Ranger levels. For the
table. The chosen spells must be of a level for rest of your career, you gain each of your
which you have spell slots. For example, if you’re subclass’s features that are of your Ranger level
a 5th-level Ranger, your list of prepared spells and lower.
can include six Primal spells of 1st or 2nd level,
in any combination. 4TH LEVEL: ABILITY SCORE IMPROVEMENT
If another Ranger feature gives spells that you You gain the Ability Score Improvement feat or
always have prepared, those spells don’t count another feat of your choice for which you qualify.
against the number of spells on the list you
prepare with this Spellcasting feature, but those 5TH LEVEL: EXTRA ATTACK
spells otherwise follow the rules in this feature. You can attack twice, instead of once, whenever
Changing Your Prepared Spells. Whenever you take the Attack action on your turn.
you finish a Long Rest, you can replace one spell
on your list with another Primal spell for which 6TH LEVEL: ROVING
you have spell slots. Your Speed increases by 10 feet while you aren’t
Spellcasting Ability. Wisdom is your wearing Heavy Armor.
Spellcasting Ability for your Ranger spells. You also have a Climb Speed and a Swim Speed
Spellcasting Focus. You can use a Druidic equal to your Speed.
Focus as a Spellcasting Focus for the spells you
prepare for this class. 7TH LEVEL: SUBCLASS FEATURE
You gain a feature from your Ranger subclass.
1ST LEVEL: WEAPON MASTERY
Your training with weapons allows you to use 8TH LEVEL: ABILITY SCORE IMPROVEMENT
the Mastery property of two kinds of weapons of You gain the Ability Score Improvement feat or
your choice with which you have proficiency, another feat of your choice for which you qualify.
such as Longbows and Longswords.

©2023 Wizards of the Coast LLC 43


9TH LEVEL: CONJURE BARRAGE 17TH LEVEL: CONJURE VOLLEY
Channeling nature’s might, you can cause your Propelled by primal spirits, your weapon can
weapon to multiply and strike at creatures strike a group of targets far away; you always
before you; you always have the Conjure Barrage have the Conjure Volley spell prepared.
spell prepared.
18TH LEVEL: FERAL SENSES
9TH LEVEL: DEFT EXPLORER IMPROVEMENT Your connection to the forces of nature grants
Choose one of your proficiencies in a skill that you Blindsight with a range of 30 feet.
appears on the Ranger skill list. You gain
Expertise in that skill. 19TH LEVEL: ABILITY SCORE IMPROVEMENT
In addition, choose two more terrain types for You gain the Ability Score Improvement feat or
your Deft Explorer feature. another feat of your choice for which you qualify.

10TH LEVEL: TIRELESS 20TH LEVEL: FOE SLAYER


Primal forces now help fuel you on your You become an unparalleled hunter of your foes.
journeys, granting you the following benefits: When your attack roll misses the target of your
Hunter’s Mark, you can add your Wisdom
Temporary Hit Points. As an action, you can modifier to the attack roll, potentially turning it
give yourself a number of Temporary Hit into a hit.
Points equal to 1d8 plus your Wisdom In addition, whenever you hit that target with
modifier (minimum of 1). You can use this an attack roll and deal damage to it, you can add
action a number of times equal to your your Wisdom modifier to the damage.
Wisdom modifier (minimum of once), and you
regain all expended uses when you finish a
Long Rest.
RANGER SUBCLASSES
Decrease Exhaustion. Whenever you finish a A Ranger subclass is a specialization that grants
Short Rest, your Exhaustion level, if any, you special abilities at certain Ranger levels, as
decreases by 1. specified in the subclass.
This section presents the Beast Master, Gloom
11TH LEVEL: SUBCLASS FEATURE Stalker, and Hunter subclasses.
You gain a feature from your Ranger subclass.
BEAST MASTER
12TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or A Beast Master ranger forms a mystical bond
another feat of your choice for which you qualify. with a special beast, drawing on primal magic
and a deep attunement to the natural world.
14TH LEVEL: NATURE’S VEIL
DESIGN NOTE: RANGER UPDATES
You invoke spirits of nature to magically hide
yourself from view. As a Bonus Action, you can Here are the main updates in this subclass since
give yourself the Invisible condition until the end the 2014 Player’s Handbook:
of your next turn. • Primal Companion returns from Tasha’s
You can use this feature a number of times Cauldron of Everything, which was well received.
equal to your Wisdom modifier (minimum of • Exceptional Training now allows you to
once), and you regain all expended uses when command your beast to use its Bonus Action to
you finish a Long Rest. take the Dash, Disengage, Dodge, or Help action,
and the beast’s attacks ignore damage
15TH LEVEL: SUBCLASS FEATURE resistance.
You gain a feature from your Ranger subclass.
• Bestial Fury now allows your beast to benefit
from your Hunter’s Mark spell.
16TH LEVEL: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or 3RD LEVEL: PRIMAL COMPANION
another feat of your choice for which you qualify. You magically summon a primal beast, which
draws strength from your bond with nature. The

©2023 Wizards of the Coast LLC 44


beast is friendly to you and your companions ACTIONS
and obeys your commands. Choose its stat Maul. Melee Weapon Attack: your Spell Attack Modifier
block—Beast of the Land, Beast of the Sea, or to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB
Beast of the Sky—which uses your Proficiency Bludgeoning, Piercing, or Slashing damage (your choice
Bonus (PB) in several places. You also determine when you summon the beast).
the kind of animal the beast is, choosing a kind
appropriate for the stat block. Whatever kind
you choose, the beast bears primal markings, BEAST OF THE SEA
indicating its supernatural origin. Medium Beast
In combat, the beast acts during your turn. It
can move and use its Reaction on its own, but the Armor Class 13 + PB (natural armor)
only action it takes is the Dodge action, unless Hit Points 5 + five times your Ranger level (the beast has
you take a Bonus Action on your turn to a number of Hit Dice [d8s] equal to your Ranger level)
command it to take a different action. That Speed 5 ft., Swim 60 ft.
action can be one in its stat block or some other STR DEX CON INT WIS CHA
action. You can also sacrifice one of your attacks 14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
when you take the Attack action to command the
Senses Darkvision 90 ft., passive Perception 12
beast to take the Attack action. If you have the Languages understands the languages you speak
Incapacitated condition, the beast can take any Proficiency Bonus (PB) equals your Proficiency Bonus
action of its choice, not just Dodge.
If the beast has died within the last hour, you Amphibious. The beast can breathe air and water.
can you use your action to touch it and expend a Primal Bond. You can add your Proficiency Bonus to any
spell slot of 1st level or higher. The beast returns ability check or saving throw that the beast makes.
to life after 1 minute with all its Hit Points
restored. ACTIONS
Whenever you finish a Long Rest, you can Binding Strike. Melee Weapon Attack: your Spell Attack
Modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB
summon a different primal beast. The new beast
Bludgeoning or Piercing damage (your choice), and the
appears in an unoccupied space within 5 feet of
target has the Grappled condition (escape DC equals
you, and you choose its stat block and
your Spell Save DC). Until this grapple ends, the beast
appearance. If you already have a beast from this can’t use this attack on another target.
feature, it vanishes when the new beast appears.
The beast vanishes if you die.

BEAST OF THE LAND BEAST OF THE SKY


Medium Beast Small Beast
Armor Class 13 + PB (natural armor) Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your Ranger level (the beast has Hit Points Hit Points 4 + four times your Ranger level
a number of Hit Dice [d8s] equal to your Ranger level) (the beast has a number of Hit Dice [d6s] equal to
Speed 40 ft., Climb 40 ft. your Ranger level)
Speed 10 ft., Fly 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0) STR DEX CON INT WIS CHA
6 (−2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Senses Darkvision 60 ft., passive Perception 12
Languages understands the languages you speak Senses Darkvision 60 ft., passive Perception 12
Proficiency Bonus (PB) equals your Proficiency Bonus Languages understands the languages you speak
Proficiency Bonus (PB) equals your Proficiency Bonus
Charge. If the beast moves at least 20 feet straight
toward a target and then hits it with a Maul attack on Flyby. The beast doesn’t provoke Opportunity Attacks
the same turn, the target takes an extra 1d6 Slashing when it flies out of an enemy’s reach.
damage. If the target is a creature, it must succeed on a Primal Bond. You can add your Proficiency Bonus to any
Strength saving throw against your Spell Save DC or ability check or saving throw that the beast makes.
have the Prone condition.
Primal Bond. You can add your Proficiency Bonus to any
ability check or saving throw that the beast makes.

©2023 Wizards of the Coast LLC 45


ACTIONS 3RD LEVEL: GLOOM STALKER MAGIC
Shred. Melee Weapon Attack: your Spell Attack Modifier The magic of the Shadowfell ensures you always
to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB Slashing have certain spells ready; when you reach a
damage. Ranger level specified in the Gloom Stalker
7TH LEVEL: EXCEPTIONAL TRAINING Spells table, you thereafter always have the
listed spells prepared.
When you use your Bonus Action to command
your Primal Companion beast to take an action,
GLOOM STALKER SPELLS
you can also command it to take the Dash, Ranger Level Spells
Disengage, Dodge, or Help action as a Bonus 3rd Disguise Self
Action. 5th Rope Trick
In addition, whenever the beast hits with an 9th Fear
attack and deals damage, it can deal your choice 13th Greater Invisibility
of Force damage or its normal damage type. 17th Seeming

11TH LEVEL: BESTIAL FURY 3RD LEVEL: DREAD AMBUSHER


When you command your Primal Companion You have mastered the art of creating
beast to take the Attack action, the beast can frightening ambushes, granting you the
make two attacks. following benefits:
In addition, the first time each turn it hits a
creature under the effect of your Hunter’s Mark Ambusher’s Leap. At the start of the first turn of
spell, the beast deals extra Force damage equal each combat, your Speed increases by 10 feet
to the bonus damage of that spell. until the end of that turn.
Frighten. Once per turn when you attack a
15TH LEVEL: SHARE SPELLS creature and hit it with a weapon, you can deal
When you cast a spell targeting yourself, you can an extra 1d8 Psychic damage to the target and
also affect your Primal Companion beast with force it to make a Wisdom saving throw
the spell if the beast is within 30 feet of you. against your Spell Save DC. On a failed save, it
has the Frightened condition until the start of
GLOOM STALKER your next turn. You can use this benefit a
number of times equal to your Wisdom
Gloom Stalkers are at home in the darkest places,
modifier (minimum of once), and you regain
wielding magic drawn from the Shadowfell to
all expended uses when you finish a Long Rest.
combat enemies that lurk in darkness.
Initiative Bonus. When you roll Initiative, you
DESIGN NOTE: RANGER UPDATES can add your Wisdom modifier to the roll.
Here are the main updates in this subclass since its 3RD LEVEL: UMBRAL SIGHT
appearance in Xanathar’s Guide to Everything: You gain Darkvision out to a range of 60 feet. If
• Dread Ambusher now allows the Ranger to deal you already have Darkvision when you gain this
extra damage more often than only during the feature, its range increases by 60 feet.
first round of combat and includes the You are also adept at evading creatures that
Frightened condition. rely on Darkvision. While entirely in Darkness,
you have the Invisible condition to any creature
• Umbral Sight now increases your Darkvision by
that relies on Darkvision to see you in that
60 feet, instead of 30 feet, if you already have
darkness.
that sight.
• Stalker’s Flurry has been redesigned to enhance 7TH LEVEL: IRON MIND
the Frighten effect granted by Dread Ambusher You have honed your ability to resist the mind-
• Shadowy Dodge now allows you to teleport altering powers of your prey. You gain
immediately after the attack misses, and the proficiency in Wisdom saving throws. If you
feature even works against an attack that has already have this proficiency, you instead gain
Advantage. proficiency in Intelligence or Charisma saving
throws (your choice).

©2023 Wizards of the Coast LLC 46


11TH LEVEL: STALKER’S FLURRY Colossus Slayer. Your tenacity can wear down
When you use the Frighten effect of your Dread even the most resilient foes. When you hit a
Ambusher feature, you can cause one of the creature with a weapon, the weapon deals an
following additional effects: extra 1d8 damage to the target if it’s missing any
of its Hit Points. You can deal this extra damage
Sudden Strike. You can make another attack only once per turn.
with the same weapon against a different Horde Breaker. Once on each of your turns
creature that is within 5 feet of the original when you make an attack with a weapon, you
target and that is within the weapon’s range. can make another attack with the same weapon
Mass Fear. Each creature within 10 feet of the against a different creature that is within 5 feet
target must make a Wisdom saving throw of the original target, that is within the weapon’s
against your Spell Save DC. On a failed save, a range, and that you haven’t attacked this turn.
creature has the Frightened condition until the Retaliator. Immediately after a creature
start of your next turn. within 5 feet of you attacks you, you can use
your Reaction to make one attack with a weapon
15TH LEVEL: SHADOWY DODGE against that creature, whether or not it hit you.
You can dodge with wisps of supernatural
shadow around you. When a creature makes an 3RD LEVEL: HUNTER’S LORE
attack roll against you, you can use your You can call on the forces of nature to reveal
Reaction to impose Disadvantage on that roll. If certain strengths and weaknesses of your prey.
the attack then misses, you can teleport up to 30 While a creature is marked by your Hunter’s
feet to an unoccupied space you can see. Mark, you know whether that creature has any
damage or condition immunities, damage
HUNTER resistances, or damage vulnerabilities, and if the
You stalk prey in the wilds and elsewhere, using creature has any, you know what they are.
your abilities as a Hunter to protect nature and
people everywhere from forces that would 7TH LEVEL: DEFENSIVE TACTICS
destroy them. You gain one of the following feature options of
your choice.
DESIGN NOTE: HUNTER UPDATES Evasion. When you are subjected to an effect
Here are the main updates in this subclass since its that lets you to make a Dexterity saving throw to
last playtest version: take only half damage, you instead take no
damage if you succeed on the saving throw and
• Hunter’s Prey now contains the three feature only half damage if you fail. You can’t use this
options that appeared in 2014. Giant Killer has feature if you have the Incapacitated condition.
been renamed to Retaliator and now works Hunter’s Leap. If an enemy you can see enters
against attackers of any size. a space within 5 feet of you, you can use your
• Hunter’s Lore has moved from 6th level to 3rd. Reaction to move up to half your Speed without
• Defensive Tactics returns, but it contains Evasion provoking Opportunity Attacks.
and Uncanny Dodge from Superior Hunter’s Uncanny Dodge. When an attacker that you
Defense. It also includes a new option, Hunter’s can see hits you with an attack roll, you can use
Leap. Feedback on the 2014 Hunter strongly your Reaction to halve the attack’s damage
preferred the options in Superior Hunter’s against you (round down).
Defense over the ones in Defensive Tactics.
• Superior Hunter’s Prey replaces Multiattack and 11TH LEVEL: SUPERIOR HUNTER’S PREY
lets you choose another option from Hunter’s You gain another feature option of your choice
Prey. from the Hunter’s Prey feature.
• Superior Hunter’s Defense now lets you choose
another option from Defensive Tactics.
15TH LEVEL: SUPERIOR HUNTER’S DEFENSE
You gain another feature option of your choice
3RD LEVEL: HUNTER’S PREY from the Defensive Tactics feature.
You gain one of the following feature options of
your choice.

©2023 Wizards of the Coast LLC 47

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