TEXT: 	
    
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  1	
    
  Unearthed	
    Arcana:	
    Ranger	
    
  The	
    ranger	
    has	
    been	
    a	
    part	
    of	
    Dungeons	
    &	
    
  Dragons	
    since	
    almost	
    the	
    beginning,	
    and	
    it	
    
  remains	
    one	
    of	
    the	
    most	
    popular	
    classes	
    in	
    the	
    
  game.	
    However,	
    feedback	
    on	
    fifth	
    edition	
    D&D	
    
  has	
    shown	
    that	
    the	
    ranger	
    lags	
    behind	
    the	
    other	
    
  classes	
    in	
    terms	
    of	
    power	
    and	
    player	
    satisfaction.	
    
  	
     In	
    looking	
    at	
    the	
    history	
    of	
    the	
    ranger,	
    the	
    class	
    
  is	
    very	
    much	
    a	
    victim	
    of	
    the	
    game’s	
    changing	
    
  core	
    mechanics.	
    In	
    the	
    early	
    days,	
    the	
    ranger	
    
  started	
    with	
    the	
    basic	
    chassis	
    of	
    the	
    fighter,	
    
  added	
    elements	
    of	
    other	
    classes,	
    and	
    introduced	
    
  its	
    own	
    unique	
    mechanics.	
    Over	
    time,	
    though,	
    the	
    
  game’s	
    core	
    rules	
    have	
    grown	
    more	
    
  comprehensive	
    and	
    flexible.	
    And	
    as	
    they	
    have,	
    
  several	
    of	
    the	
    key	
    elements	
    that	
    set	
    rangers	
    
  apart—including	
    fighting	
    with	
    two	
    weapons,	
    
  tracking,	
    and	
    stealth—became	
    available	
    to	
    any	
    
  character.	
    
  	
     That	
    change	
    left	
    the	
    ranger	
    leaning	
    on	
    a	
    
  narrow	
    selection	
    of	
    unique	
    mechanics,	
    most	
    
  notably	
    those	
    that	
    gave	
    the	
    character	
    a	
    set	
    of	
    
  benefits	
    against	
    a	
    specific	
    type	
    of	
    opponent.	
    Such	
    
  a	
    mechanic	
    works	
    well	
    if	
    it	
    augments	
    an	
    already	
    
  strong	
    foundation	
    for	
    a	
    character	
    class,	
    such	
    as	
    a	
    
  cleric’s	
    ability	
    to	
    turn	
    undead.	
    However,	
    that	
    
  kind	
    of	
    benefit	
    is	
    too	
    situational	
    to	
    serve	
    as	
    the	
    
  class’s	
    signature	
    ability.	
    
  	
     The	
    ranger	
    has	
    also	
    featured	
    an	
    animal	
    
  companion	
    in	
    previous	
    editions	
    of	
    the	
    game,	
    but	
    
  giving	
    a	
    player	
    what	
    amounts	
    to	
    a	
    second	
    
  character	
    to	
    play	
    is	
    difficult	
    to	
    balance	
    in	
    a	
    
  satisfying	
    way.	
    The	
    feedback	
    we’ve	
    received	
    
  indicates	
    that	
    many	
    players	
    feel	
    too	
    restricted	
    by	
    
  the	
    Beast	
    Master	
    ranger’s	
    companion.	
    It	
    doesn’t	
    
  feel	
    logical	
    or	
    satisfying	
    to	
    have	
    a	
    companion	
    
  that	
    sits	
    still	
    unless	
    a	
    ranger	
    actively	
    commands	
    
  it.	
    
  	
     The	
    following	
    revised	
    design	
    of	
    the	
    ranger	
    
  builds	
    on	
    the	
    class’s	
    unique	
    traits,	
    creating	
    a	
    new	
    
  set	
    of	
    class	
    features	
    for	
    1st	
    level	
    to	
    5th	
    level.	
    
  These	
    features	
    are	
    designed	
    to	
    make	
    the	
    ranger	
    
  feel	
    distinct	
    and	
    interesting	
    while	
    still	
    remaining	
    
  true	
    to	
    its	
    identity	
    within	
    the	
    game.	
    Before	
    we	
    
  dive	
    into	
    the	
    details,	
    here	
    are	
    some	
    notes	
    on	
    how	
    
  the	
    design	
    came	
    together.	
    
  Design	
    Notes	
    
  The	
    ranger	
    presented	
    here	
    was	
    built	
    around	
    a	
    
  small	
    number	
    of	
    concepts	
    that	
    define	
    the	
    class.	
    
  These	
    concepts	
    serve	
    to	
    make	
    the	
    class	
    distinct	
    
  and	
    create	
    a	
    cohesive	
    sense	
    of	
    the	
    ranger’s	
    place	
    
  in	
    the	
    world.	
    
  Skirmishers	
    
  Rangers	
    are	
    skirmishers.	
    They	
    avoid	
    direct	
    
  confrontation	
    in	
    favor	
    of	
    sudden,	
    deadly	
    attacks	
    
  that	
    leave	
    an	
    opponent	
    without	
    the	
    chance	
    to	
    
  make	
    an	
    effective	
    counterattack.	
    
  	
     Key	
    Mechanics:	
    Ambuscade,	
    Fighting	
    Style,	
    
  Skirmisher’s	
    Stealth.	
    These	
    mechanics	
    give	
    the	
    
  ranger	
    a	
    fighter	
    feel,	
    while	
    focusing	
    on	
    specific	
    
  tactics	
    that	
    involve	
    ambushes,	
    mobility,	
    and	
    
  sniping.	
    
  Wanderers	
    
  Rangers	
    are	
    the	
    ultimate	
    survivors.	
    They	
    can	
    
  wander	
    a	
    barren	
    wilderness	
    alone	
    for	
    months,	
    
  living	
    only	
    on	
    what	
    they	
    find.	
    A	
    group	
    with	
    a	
    
  ranger	
    has	
    a	
    significantly	
    easier	
    time	
    surviving	
    in	
    
  the	
    wilds.	
    
  	
     Key	
    Mechanics:	
    Natural	
    Explorer,	
    2d6	
    Hit	
    Dice.	
    
  The	
    Natural	
    Explorer	
    mechanic	
    from	
    the	
    Player’s	
    
  Handbook	
    makes	
    the	
    ranger	
    the	
    best	
    character	
    to	
    
  have	
    along	
    on	
    wilderness	
    adventures.	
    Upgraded	
    
  Hit	
    Dice	
    make	
    rangers	
    as	
    durable	
    as	
    barbarians,	
    
  even	
    as	
    they	
    gain	
    a	
    more	
    reliable	
    number	
    of	
    hit	
    
  points	
    compared	
    to	
    the	
    barbarian’s	
    d12.	
    In	
    
  addition,	
    having	
    a	
    higher	
    total	
    number	
    of	
    Hit	
    
  Dice	
    means	
    a	
    ranger	
    can	
    more	
    efficiently	
    heal	
    
  with	
    short	
    rests,	
    providing	
    finer	
    control	
    over	
    
  how	
    much	
    healing	
    to	
    shoot	
    for	
    when	
    spending	
    
  Hit	
    Dice.	
    
  Guardians	
    
  Rangers	
    are	
    champions	
    of	
    the	
    natural	
    world.	
    
  They	
    are	
    typically	
    good	
    aligned,	
    and	
    their	
    link	
    to	
    
  nature	
    gives	
    them	
    supernatural	
    abilities.	
    They	
    
  are	
    the	
    paladins	
    of	
    the	
    forest.	
    
  
  	
    
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  2	
    
  	
     Key	
    Mechanics:	
    Spirit	
    Path.	
    The	
    Spirit	
    Path	
    
  class	
    feature	
    combines	
    the	
    concept	
    of	
    an	
    animal	
    
  companion	
    with	
    the	
    ranger’s	
    traditional	
    
  spellcasting.	
    This	
    ranger	
    has	
    a	
    spirit	
    companion	
    
  that	
    can	
    channel	
    magical	
    effects	
    to	
    the	
    character	
    
  and	
    his	
    or	
    her	
    companions.	
    The	
    spirit	
    companion	
    
  can	
    manifest	
    as	
    a	
    wild	
    animal	
    and	
    aid	
    the	
    ranger	
    
  for	
    short	
    periods	
    of	
    time—enough	
    to	
    make	
    a	
    big	
    
  impact	
    on	
    one	
    fight	
    without	
    serving	
    as	
    the	
    star	
    
  for	
    every	
    fight.	
    
  	
     Companions	
    are	
    tricky	
    to	
    balance	
    in	
    D&D.	
    If	
    
  they	
    are	
    weak,	
    they	
    feel	
    like	
    a	
    lot	
    of	
    work	
    for	
    a	
    
  small	
    payoff.	
    However,	
    even	
    a	
    moderately	
    
  powerful	
    companion	
    can	
    give	
    a	
    character	
    too	
    
  much	
    of	
    an	
    advantage	
    in	
    the	
    long	
    term.	
    This	
    
  design	
    opts	
    for	
    a	
    very	
    powerful	
    companion,	
    but	
    
  one	
    that	
    appears	
    only	
    once	
    per	
    day.	
    
  This	
    Playtest	
    and	
    the	
    
  Player’s	
    Handbook	
    
  Does	
    this	
    playtest	
    mean	
    we’re	
    changing	
    the	
    
  ranger	
    as	
    presented	
    in	
    the	
    Player’s	
    Handbook?	
    
  No.	
    Not	
    in	
    the	
    least.	
    This	
    is	
    merely	
    an	
    attempt	
    to	
    
  gauge	
    how	
    much	
    interest	
    there	
    is	
    in	
    moving	
    back	
    
  to	
    the	
    core	
    definition	
    of	
    the	
    ranger,	
    then	
    
  attempting	
    to	
    shift	
    it	
    a	
    bit	
    to	
    make	
    it	
    a	
    more	
    
  distinct	
    class.	
    Even	
    if	
    this	
    option	
    proves	
    
  overwhelmingly	
    popular,	
    we’ll	
    continue	
    to	
    treat	
    
  the	
    ranger	
    in	
    the	
    Player’s	
    Handbook	
    as	
    the	
    
  canonical	
    class	
    and	
    will	
    keep	
    this	
    version	
    as	
    an	
    
  option	
    for	
    players	
    and	
    DMs	
    who	
    want	
    something	
    
  a	
    bit	
    different.	
    If	
    you’re	
    happy	
    with	
    your	
    current	
    
  ranger	
    character,	
    keep	
    playing!	
    
  	
     Before	
    we	
    consider	
    making	
    a	
    change	
    to	
    the	
    
  Player’s	
    Handbook,	
    an	
    alternative	
    ranger	
    would	
    
  need	
    to	
    be	
    thoroughly	
    playtested	
    from	
    levels	
    1	
    to	
    
  20.	
    We	
    would	
    then	
    need	
    to	
    see	
    conclusive	
    
  feedback	
    that	
    you—our	
    players	
    and	
    DMs—want	
    
  to	
    replace	
    the	
    ranger	
    character	
    class.	
    Even	
    then,	
    
  we’d	
    simply	
    make	
    this	
    option	
    a	
    legal	
    choice	
    for	
    
  D&D	
    Adventurers	
    League	
    play	
    and	
    present	
    it	
    in	
    
  an	
    upcoming	
    expansion	
    as	
    a	
    new	
    option	
    for	
    
  home	
    campaigns.	
    We	
    have	
    no	
    intention	
    of	
    
  invalidating	
    current	
    characters	
    or	
    taking	
    options	
    
  away	
    from	
    people	
    who	
    enjoy	
    them.	
    
  Class	
    Features	
    
  As	
    a	
    ranger,	
    you	
    gain	
    the	
    following	
    class	
    features.	
    
  Hit	
    Points	
    
  Hit	
    Dice:	
    2d6	
    per	
    ranger	
    level	
    
  Hit	
    Points	
    at	
    1st	
    Level:	
    12	
    +	
    your	
    Constitution	
    
  modifier	
    
  Hit	
    Points	
    at	
    Higher	
    Levels:	
    2d6	
    (or	
    7)	
    +	
    your	
    
  Constitution	
    modifier	
    per	
    ranger	
    level	
    after	
    1st	
    
  Proficiencies	
    
  Armor:	
    Light	
    armor,	
    shields	
    
  Weapons:	
    Simple	
    weapons,	
    martial	
    weapons	
    
  Tools:	
    Herbalism	
    kit	
    
  	
    
  Saving	
    Throws:	
    Dexterity,	
    Wisdom	
    
  Skills:	
    Choose	
    three	
    from	
    Animal	
    Handling,	
    
  Athletics,	
    Insight,	
    Investigation,	
    Nature,	
    
  Perception,	
    Stealth,	
    and	
    Survival	
    
  Equipment	
    
  You	
    start	
    with	
    the	
    following	
    equipment,	
    in	
    
  addition	
    to	
    the	
    equipment	
    granted	
    by	
    your	
    
  background.	
    
  •  Leather	
    armor	
    
  •  (a)	
    two	
    shortswords	
    or	
    (b)	
    two	
    martial	
    melee	
    
  weapons	
    or	
    (c)	
    a	
    martial	
    weapon	
    and	
    a	
    shield	
    
  •  (a)	
    a	
    dungeoneer’s	
    pack	
    or	
    (b)	
    an	
    explorer’s	
    
  pack	
    
  •  (a)	
    a	
    longbow	
    and	
    a	
    quiver	
    of	
    20	
    arrows	
    or	
    (b)	
    
  a	
    martial	
    weapon	
    
  The	
    Ranger	
    
  	
    
  	
    
  Proficiency	
    
  	
    Level	
    
  Bonus	
    
  Features	
    
  	
    
  	
     1st	
    
  +2	
    
  Ambuscade,	
    Natural	
    Explorer	
    
  	
     2nd	
    
  +2	
    
  Fighting	
    Style,	
    Skirmisher’s	
    Stealth	
    
  	
     3rd	
    
  +2	
    
  Primeval	
    Awareness,	
    Spirit	
    Path	
    
  	
     4th	
    
  +2	
    
  Ability	
    Score	
    Improvement	
    
  	
     5th	
    
  +3	
    
  Extra	
    Attack	
    
  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.	
    
  
  	
    
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  3	
    
  	
     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.	
    
  Natural	
    Explorer	
    
  See	
    the	
    ranger	
    class	
    feature	
    in	
    the	
    Player’s	
    
  Handbook.	
    
  Fighting	
    Style	
    
  See	
    the	
    ranger	
    class	
    feature	
    in	
    the	
    Player’s	
    
  Handbook.	
    
  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.	
    
  Primeval	
    Awareness	
    
  See	
    the	
    class	
    feature	
    in	
    the	
    Player’s	
    Handbook.	
    
  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.	
    
  Ability	
    Score	
    Improvement	
    
  See	
    the	
    class	
    feature	
    in	
    the	
    Player’s	
    Handbook.	
    
  Extra	
    Attack	
    
  See	
    the	
    class	
    feature	
    in	
    the	
    Player’s	
    Handbook.	
    
  Ranger	
    Paths	
    
  Your	
    supernatural	
    connection	
    to	
    nature	
    and	
    the	
    
  wild	
    takes	
    you	
    along	
    one	
    of	
    three	
    different	
    
  ranger	
    paths:	
    the	
    Guardian,	
    the	
    Seeker,	
    or	
    the	
    
  Stalker.	
    
  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	
    
  
  	
    
  ©2015	
    Wizards	
    of	
    the	
    Coast	
    LLC	
    
  4	
    
  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.	
    
  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.	
    
  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.	
    
  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.	
    
  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.	
    
  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: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA08 - Ranger Options.pdf