Supernaturalist (5e Subclass)
Supernaturalist[edit]
Ranger Subclass
A Supernaturalist is a ranger that specializes in the supernatural. Tales of demons and liches draw these heroes from their peaceful forests to a life of adventuring. They are the only defense against the most terrible evils.
- Conclave Spells
Also at 3rd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Supernaturalist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|---|
3rd | protection from evil and good |
5th | see invisibility |
9th | magic circle |
13th | banishment |
17th | dispel evil and good |
- Supernatural Sense
When you choose this subclass at 3rd level, you automatically know when there is a celestial, fey, fiend or undead within 30 feet of you, as well as its exact location. In addition, if you know the identity of a specific celestial, fey, fiend or undead, you can use an action to sense its location; however, it must be within 1 mile of your current location. You may do this a number of times equal to your Wisdom modifier, regaining all expended uses after finishing a long rest.
- Hunter of Evil
At 3rd level, you gain advantage on Wisdom (Survival) checks made to track celestials, fey, fiend or undead, as well as on saving throws against any effect that would cause you to be charmed or charmed. In addition, you can use a bonus action to cast the hunter's mark spell at a level equal to your highest level spell slot, targeting a celestial, fey, fiend or undead, without expending a spell slot. You may do this a number of times equal to your Wisdom modifier, regaining all expended uses after finishing a long rest.
- Slayer of Evil
Starting at 7th level, your weapon attacks score a critical hit on a roll of 19-20. Whenever you hit a celestial, fey, fiend or undead with a weapon attack, you deal an additional die of damage.
- Supernatural Defense
At 11th level, whenever a celestial, fey, fiend or undead within 60 feet of you attempts to teleport, use interplanetary travel, or shift onto the ethereal plane, they must first succeed on a Wisdom saving throw or waste the spell or ability. You also add half your Wisdom modifier to your AC.
- Vanquisher of Evil
When you reach 15th level, your weapon attacks score a critical hit on a roll of 18-20. In addition, once per turn when you hit a celestial, fey, fiend or undead with a weapon attack, you may have it succeed on a Constitution saving throw or be stunned until the start of your next turn.
Back to Main Page → 5e Homebrew → Character Options → Subclasses