Rangers who emulate the archetypical Tempest hone their minds to be as sharp as their blades. As your abilities as a Tempest grow, you learn to transform your twin blades into a hurricane of steel. As your blades strike with ferocious speed, your newfound alacrity lets you zip to and fro’ like a hummingbird.

A Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as “dancing” to describe movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone– least of all poets. A Tempest focuses on learning the secrets of two-weapon fighting for a single purpose: the destruction of her enemies.

Whirling Blades

At 3rd level, you learn how to use a pair of blades with incredible speed. Once per turn, when you hit a creature with two or more melee weapon attacks while wielding two melee weapons, you can make another attack against that creature.

You may also cast spells that require somatic components even if you are holding a weapon in each hand.

Disorienting Speed

At 7th level, your speed increases by 10 feet. You also learn how to strike and then slip away without reprisal.

During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Cascade of Steel

At 11th level, you can use your action to make melee attacks against any number of creatures in a 30 foot line. You make a separate attack roll for each target and may have to continue moving so that the targets are in reach.

During your turn, you have advantage on any checks to Overrun or Tumble through a hostile creature’s space.

Tempestuous Celerity

At 15th level, you learn to focus on giving your preternatural speed a magical boost. You can cast the Haste spell once without using a spell slot, but only on yourself.

You regain the ability to cast it again in this way after you finish a short or long rest.

Primal Path

Primal Path

Primal Shifters can come from various pasts, such as an ancestor afflicted with lycanthropy, the child of a druid, or had their blood infected by a certain animal. No matter what has caused their blood to change, primal rangers tap into the savagery of nature to enhance their bodies through short intense burst of shapeshifting.

Primal Blood

At 3rd level you choose which type of animal heritage pulses through your veins, you gain certain traits based on this choice. As an action once after taking a long or short rest you may shift into a hybrid form of your race and the animal for 10 minutes.

  • Bat: You gain blindsight out to 30 feet, at level 14 you gain 30 feet of flight.
  • Bear: You gain + 1 AC, at level 14 you gain a +2d4 to damage rolls made with melee weapons.
  • Bull: You cannot be forcefully moved or knocked prone, at level 14 if you move at least 10 feet before you attack your next melee weapon attack deals 2d8 more damage, this can only be used once per turn.
  • Falcon: Darkvision out to 1 mile, at level 14 you gain the effects of the Jump spell while transformed.
  • Frog: You gain water breathing, a swim speed of 30 feet and can fight in water unhindered, at level 14 you may try to grapple a creature within 15 feet of you with your tongue as a bonus action.
  • Monkey: You gain advantage on opposed grapple attempts, at level 14 you may grapple up to 3 targets at once and qualify as a creature one size larger on grapple attempts.
  • Mouse: You may squeeze through spaces only a tiny creature or larger creature can, at level 14 you gain the evasion ability.
  • Owl: You gain advantage on stealth attempts and may hide as a bonus action, at level 14 you hover in place and don’t touch the ground, and your may dash as a bonus action.
  • Snake: Your reach increases by 5 feet, at level 14 you may take the dodge action as a bonus action.
  • Wolf: You gain the scent ability out to 120 feet, at level 14 you gain advantage on attacks if your animal companion is within 5 feet of your target.

Wild Surge

Starting at level 6 you can emulate the shape shift ability and may shift into the same type of creature as your animal companion, this works like the Druid’s Wild Shape feature, except you must transform into an exact replica of your animal companion, you may do this once per day and it lasts for a number of hours equal to a third of your Ranger level, you may end this at any time you wish.

Family Ties

At level 9, you are able to speak with animals of the same primal heritage, your social skills have advantage against them. Additionally your attacks while in animal form count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Wild Surge Enhancement

At level 11, Gain an additional use of your Wild Surge. Additionally, You may transform into an additional form that is less than or equal to the Beast Template CR for your level. It should be the same Heritage as your Animal Companion, but if there is not one, use the Advancement system for Beast Master for a lower CR creature.

Primal Morph

Beginning at 14th level your Primal Blood feature improves, additionally you may use this ability up to a number of times equal to your wisdom modifier after a short or long rest.


At 18th level you may choose an additional Primal Blood shape to transform into when you use this ability, you may also grant your animal companion a Primal Blood form that you currently have while you are in this form.

Death Stalker

Death Stalker

Death Stalkers represents the zealous drive of those who have devoted their lives co driving the undead back to the grave. When taking up this mantle you learn how best to hunt and kill creatures that have been raised from the dead.

Archetype Spells:

You gain Archetype Spells at the Ranger levels listed. Once you have access to an Archetype spell you always have it prepared. Archetype spells don’t count against the number of spells you prepare each day.

If you gain an archetype spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Ranger Level Spells
3rd Detect Evil and Good. Protection from Evil and Good
5th Magic Weapon, See Invisibility
9th Magic Circle, Speak With Dead
13th Banishment, Death Ward
17th Dispel Evil and Good, Hallow


Starting at 3rd level when you hit a creature with a weapon attack. the creature takes an extra 1d6 radiant damage. The damage increases by 1d6 if the target is undead. You can deal this extra damage only once per tum. Additionally, if the target undead is under the command of another creature within 60 feet of it then that creature also takes this damage.

Hallowed Ground

i\t 7th level where others find fear, you find strength in places that have been interred with the bodies of the dead. You now consider crypts, graveyards, cemeteries and other such environments Favored Terrain for purposes of the Natural Explorer feature.

Inured to the Unholy

Also at 7th level you add your wisdom modifier to saving throws that are not spell effects if it is imposed by an undead, such as a Ghoul’s paralysis, a Ghost’s possession, or a Vampire’s Charm. In addition to this, you gain resistance to necrotic damage.

Righteous Hunter

Beginning at 11th level, the damage die from Exorcism increases to a d8 and you can deal the damage from the feature on all of your attacks instead of only one.  Also at 11th level you can no longer be raised from death as an undead creature.

Protection from the Profane

At 15th level you are always under the effects of a Protection from Good and Evil spell.

Battle Scout

Battle Scout

Battle Scouts take forward positions before the main force, developing tactics and preparing the field for battle.

Superior Tactics

At 3rd level, after initiative Is rolled you can arrange your and your allies’ initiative rolls any way you wish. Additionally, you add your Wisdom modifier to your initiative and perception checks while you are within your favored terrain.


Also starting at 3rd level, your knowledge of organizing and supplying the troops under your command is unparalleled. Once per day you can choose a single terrain type that is not  your favored terrain. For the next hour per ranger level, you treat that terrain as if it were one of your Favored Terrains.


At 7th level, when you are concentrating on Hunter’s Mark you add your proficiency bonus to all Constitution checks for maintaining concentration and all allies within 30 feet of you also gain the benefits of the spell.

Seize the Moment

At 11th level, when you see a friendly target critically hit an enemy you can use your reaction to attack the same creature.

Duck and Cover

When you make a dexterity saving throw you can take an ally’s result, or they can take yours.



The Marksman archetype epitomizes the s kill and devotion it takes to become a paragon or long ranged warfare. Emulating the Marksman archetype means committing to the time and dedication it takes to perfect each and every shot you make.

Exceptional Range

When you take this feature at 3rd level, the distance of your weapons normal and long range is doubled. For example, the range or the longbow’s normal range becomes 300 feet, and its long range becomes 1200 feet.

Aimed Shot

At 3rd level, you can drop to a knee and take a moment to ensure a true shot. When you make your first attack on your turn, you can decide to make an Aimed Shot. Doing so gives you advantage on ranged weapon attacks during this turn, but gives you disadvantage on Dexterity saving throws and reduces your speed to 0 until the start of your next turn.

Hit the Mark

AI 7th level, even if you don’t always bypass your enemy’s armor, you always make the shot. When you fail an attack roll you still deal half of your weapon’s damage die, rounded down. You don’t add your ability modifier to the damage of this attack.

As the blow does not surpass the target’s armor, it is insufficient for the purposes of dealing additional damage from features like Sneak Attack or Hunter’s Mark.


Beginning at 11th level, once per long rest you can use a Bonus Action to declare a Headshot. When you do, the next ranged attack you make is an automatic critical hit.


At 15th level, you can choose to target a number of creatures with Hunter’s Mark equal to the level of the spell slot you cast it with. If more than one of the targets drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent tum of yours to mark new creatures.