Lone Ranger

Lone Rangers are hunters of dangerous individuals: outlaws, duelists, fugitives, and monsters clever enough to vanish into civilization or the wilds alike. They specialize in isolating a single quarry, reading its defenses in an instant, and answering violence with precise, punishing counterattacks.

Whether they are frontier marshals, wandering bounty hunters, or silent trackers with a personal code, Lone Rangers excel at relentless pursuit. Once they mark a target, escape becomes difficult and submission becomes only a matter of time.

Level 3: Lone Ranger Spells

When you reach a Ranger level specified in the Lone Ranger Spells table, you thereafter always have the listed spell prepared.

Lone Ranger Spells
Ranger LevelSpell
3Ensnaring Strike
5Hold Person
9Slow
13Locate Creature
17Scrying

Level 3: Acquainted Target

While a creature is affected by your Hunter’s Mark, you know the following information about it:

  • Its Armor Class.
  • Its Speed.
  • Its maximum hit points.
  • Its damage resistances and immunities.

Level 3: Counterplay

When a creature you can see hits you with a weapon attack, you can use your reaction to use one of the following options:

  • Parry. Roll 1d6 and add the number rolled to your Armor Class against the triggering attack, potentially causing the attack to miss. Until the end of the current turn, you also add that number to your Armor Class against other weapon attacks.
  • Retaliate. Make one weapon attack against the triggering creature if it is within your weapon’s range. On a hit, the attack deals 1d6 additional Force damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If the triggering creature is affected by your Hunter’s Mark, you don’t expend a use of this feature.

Level 7: Chase Them Down

A creature affected by your Hunter’s Mark has its Speed reduced by 10 feet.

In addition, when a creature affected by your Hunter’s Mark moves on its turn, you can use your reaction to move up to half your Speed. This movement doesn’t provoke Opportunity Attacks.

Level 11: Improved Counterplay

Your Counterplay becomes harder to foil.

If you use Parry and the triggering attack still hits you, the use of Counterplay isn’t expended. If you use Retaliate and the attack misses, the use of Counterplay isn’t expended.

In addition, Parry grants an extra bonus to Armor Class equal to half your proficiency bonus, rounded down, and Retaliate deals an extra 2d6 Force damage instead of 1d6.

Level 15: Submission

Once on each of your turns, when you hit a Large or smaller creature with a weapon attack, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has the Restrained condition.

The creature can repeat the save at the start of each of its turns, ending the condition on itself on a success.

If the creature is affected by your Hunter’s Mark, it has disadvantage on the saving throw.