Dungeoneer Ranger

Dungeoneer Rangers are both skilled trackers and resourceful warriors, uniquely adept at blending a deep connection to the natural world with precise, agile combat techniques. They navigate wild and forgotten places, using their keen senses and knowledge of the land to survive and thrive.


With expertly wielded weapons, they control the battlefield with grace and efficiency, while their sharp instincts enable them to anticipate threats and uncover hidden paths. This combination of wilderness mastery and martial prowess makes them formidable hunters and invaluable guides in untamed realms.

Dungeoneer Ranger Features By Level

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Daring Explorer
1st Level Feature

You can read and decipher all written languages, though you cannot speak or write those you do not already know. You also learn three additional languages of your choice.

When making Investigation or History checks, you may roll a 1d4 and add the result to the check.

Your whip’s range increases by 5 feet and count as ranged weapon attacks. When you hit a creature with your whip that is no more than one size larger than you, you can pull the creature up to 10 feet closer to you.

Whip Expert
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Whip Expert
3rd Level Feature
Your expertise with whips allows you to control the battlefield with precision. When you hit a creature with a whip, you can force them to make a saving throw against your maneuver DC (8 + proficiency bonus + Dexterity or Intelligence modifier, your choice). You can choose one of the following effects:
  • Disarm: The target must succeed on a Strength saving throw or drop one item they are holding.
  • Trip: The target must succeed on a Dexterity saving throw or fall prone.
  • Entangle: The target must succeed on a Dexterity saving throw or be restrained until the end of their next turn.
  • Whiplash: The target must succeed on a Constitution saving throw or be unable to take reactions until the end of your next turn.
Once you use this feature, you cannot use it again until the start of your next turn.
Relic Sense
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Relic Sense
6th Level Feature
You have a subtle sixth sense for magical and ancient objects. You gain expertise in the Investigation and History skills. Additionally, when you are within 30 feet of a magic item or artifact, you sense a faint mental whisper or feeling that guides you roughly toward its direction. This sense does not reveal the exact location or identity of the object.
Unyielding Will
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Unyielding Will
10th Level Feature
Your adventures have honed your instincts and physical prowess to superhuman levels. When subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and half damage on a failure.

In addition, You gain proficiency in Wisdom saving throws, bolstering your mental resilience against various threats.
Partial Transfer
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Partial Transfer
14th Level Feature
You can transfer one magical effect from an attuned item to another. The effect stays until you transfer a different one. Only one transferred effect can be active per item, and numeric bonuses can’t exceed their normal maximums (e.g., a +3 weapon can’t become +6). You regain this ability after a short or long rest.
Serpent Coil
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Serpent Coil
19th Level Feature
When you hit a creature with a whip attack as part of your Attack action, you can immediately make a second whip attack against the same creature as part of that action. This second attack can also apply your Sneak Attack damage if its conditions are met. You can use this feature once per turn.