Epic Ranger Archetype Features
Beast Master: Inspirational Bond
At 25th level, the sight of each other bolsters you and your beast friends. So long as you are able to see your animal companion or companion pet and they are able to see you, you are all immune to fear and the charmed condition.
In addition your animal companion and companion pet can be inspired to fight on. When one of these companions is reduced to 0 hit points but not killed outright, if it can see you it can drop to 1 hit point instead. Once an animal companion or pet companion uses this feature, it cannot be used again until the creature finishes a short or long rest.
Beast Master: Epic Creature Companions
At 30th level, your creature companions become natural embodiments of violence. Your animal companion and your companion pet make an additional attack whenever they take the Attack action, and their natural weapons deal 1d12 extra damage.
In addition, at the end of a short or long rest, your animal companion and your pet companion each gain 50 temporary hit points that last until the next time you rest.
Drake: Constant Companion
At 25th level, your bond with your drake becomes everlasting and strengthens the creature. Once summoned, your drake remains until it is reduced to 0 hit points or until you die, and the damage of your breath drake archetype feature increases by 4d6.
In addition, you can sacrifice your magic to prevent it. When your drake would take damage, you can expend a spell slot to reduce the damage by 1d10 per spell slot level.
Drake: Draconic Swiftness
At 30th level, your drake’s walking speed and fly speed both increase to 80 feet. In addition, the damage die of your breath drake archetype feature increases from 1d6 to 1d8.
Fey: Epic Feystep
At 25th level, when in a forest or in the Feyrealm, you can spend an action to teleport yourself and a number of creatures equal to your proficiency bonus to another area of the same forest. You cannot use this feature again for 1 minute.
In addition, you may spend 10 minutes performing a ritual that teleports (as the spell) you and a number of willing creatures equal to double your proficiency bonus from one forest to another forest.
Fey: Fey Resistances
At 30th level, when you finish a short or long rest choose two of the following: acid, cold, fire, force, lightning, necrotic, psychic, radiant, thunder. Until the next time you finish a rest, you gain resistance to damage from the chosen types.
Gloom: Darkness Embodied
At 25th level, the darkness is to you as bright as day. You can see normally in darkness, both magical and nonmagical, to a distance of 200 feet.
In addition, you can use a bonus action to become invisible so long as there is an area of darkness or dim light within 30 feet of you. This invisibility lasts until you make an attack or move more than 30 feet away from an area of darkness or dim light.
Gloom: Shadow Eater
At 30th level, while you are in darkness, at the start of each of your turns, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Horizon Walker: Improved Planar Strike
At 25th level, your connection to the planes becomes more potent. Whenever you deal extra force damage with a horizon walker archetype feature, you deal an additional 1d8 damage (to 3d8 force damage). At 30th level, the damage increases by 1d8 again (to 4d8 force damage).
Horizon Walker: Go Anywhere
At 30th level, no barriers can keep you at bay. Once on each of your turns, you can use a bonus action to teleport to an unoccupied space within 60 feet. If you teleport into an object, you take 3d10 force damage and are moved 5 feet towards the nearest unoccupied space.
In addition, when you teleport, only the wish spell and similarly powerful effects are able to stop you.
Hunter: Expert Hunter
At 25th level, your talents become more comprehensive. You gain a second Hunter’s Prey feature and second Defensive Tactics feature.
Hunter: Epic Hunt
At 30th level, you gain the second Multiattack feature and a second Superior Hunter’s Defense feature.
Monster Slayer: Elite Slayer
At 25th level, when you would roll a 1d6 while using a monster slayer archetype feature, you roll an additional 1d6 (for a total of 2d6).
Monster Slayer: Epic Slayer
At 30th level, a creature that you have designated as your prey has disadvantage on saving throws made to resist your ranger spells. In addition, you gain advantage on ability checks opposed by your prey and saving throws made to resist the spells cast by your prey.
Primeval Guardian: Nature’s Servant
At 25th level, nature sustains you and mends your wounds. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. While you are in your treelike form, the amount of hit points you regain doubles.
Primeval Guardian: Thorn Cavalcade
At 30th level, while you are in your treelike form, you can use a bonus action on each of your turns to cast spike growth without expending a spell slot or requiring your concentration. In addition, whenever you cast spike growth you can choose a number of creatures equal to your proficiency bonus. These creatures are immune to that casting of spike growth.
Swarm: Be The Swarm
At 25th level, your acute control over the spirits at your command is all the greater. You do not have to have your swarm activated to gain the movement benefits of your swarm archetype features, and you can benefit from all three options at the same time.
Additionally, when your swarm is not activated, you can choose to have it act as an invisible forcefield around your body that increases your armor class by an amount equal to half your proficiency bonus.
Swarm: Swarm Champion
At 30th level, you regain the uses of all of your swarm archetype features whenever you finish a short or long rest.