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Ranger Class Overview and Features

Rangers are skilled hunters and protectors of the wilderness. They learn stealth techniques to ambush enemies and focus their combat training on favored foes like humanoids, beasts, giants, and dragons. Thanks to their nature magic, rangers can cast spells to enhance their speed, stealth, and hunting abilities. With sword and spellwork, rangers stand guard on the frontier and protect civilization from threats in the wild.

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0% found this document useful (0 votes)
195 views7 pages

Ranger Class Overview and Features

Rangers are skilled hunters and protectors of the wilderness. They learn stealth techniques to ambush enemies and focus their combat training on favored foes like humanoids, beasts, giants, and dragons. Thanks to their nature magic, rangers can cast spells to enhance their speed, stealth, and hunting abilities. With sword and spellwork, rangers stand guard on the frontier and protect civilization from threats in the wild.

Uploaded by

JZ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Overview and Class Themes
  • Class Features
  • Natural Explorer and Related Abilities
  • Hunter and Beast Master
  • Changes and Credits

Ranger

Warriors of the wilderness, rangers specialize in hunting


the monsters that threaten the edges of civilization-
humanoid raiders, rampaging beasts and monstrosities,
terrible giants, and deadly dragons. They learn to track
their quarry as a predator does, and strike their prey
hard and true. Rangers focus their combat training on
techniques that are particularly useful against their
specific favored foes.
Masters of the ambush, rangers are swift, silent, and
deadly. Moving stealthily through the wilds and hiding
themselves in brush and rubble, rangers scout out
and stalk their target. Few enemies are able to catch a
ranger off guard.
Thanks to their familiarity with the wilds, rangers
acquire the ability to cast spells that harness nature’s
power, much as a druid does. Their spells, like their
combat abilities, emphasize speed, stealth, and the hunt.
With sword and spell, skill and stealth, rangers stand
guard on the untamed frontier. A ranger’s talents and
abilities are honed with deadly focus on the grim task of
protecting the borderlands.

Class Themes
Rangers are skirmishers. They avoid direct
confrontation in favor of sudden, deadly attacks that
leave an opponent without the chance to make an
effective counterattack.
Key Mechanics: Fighting Style, Skirmisher’s Stealth.
These mechanics let the ranger focus on tactics that
involve ambushes, mobility, and sniping.
Rangers are vigilant. They are always are on guard
and they have a sixth sense for danger. Its hard to get
the drop on a ranger.
Key Mechanic: Primal Instincts. This feature
emphasizes the ranger’s primal link to nature by giving
them superior instincts, and highlights their ability to
fight unseen foes.
Rangers are the ultimate survivors. They have
grit and can pull through most any situation. Their
toughness and instincts keep them alive.
Key Mechanics: Natural Healing, Variant Features.
Upgraded healing makes rangers durable, and gives
them fine control over how much healing to shoot for
when spending Hit Dice.
Rangers are masters of the wild. They can wander a
barren wilderness alone for months, living only on what
they find. Their link to nature gives them supernatural
abilities.
Key Mechanic: Natural Explorer. The ability to learn
new favored terrain makes the ranger the best character
to have in the wilds.

CLASSES | RANGER
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
The RangeR
__ Spell Slots per Spell Level __
Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer, Natural Healing, __ __ __ __ __ __
2nd +2 Fighting Style, Spellcasting 2 2 __ __ __ __
3rd +2 Ranger Archetype, Primal Instincts 3 3 __ __ __ __
4th +2 Ability Score Improvement 3 3 __ __ __ __
5th +3 Extra Attack 4 4 2 __ __ __
6th +3 Favored Enemy, Natural Explorer, Skirmisher’s Stealth 4 4 2 __ __ __
7th +3 Archetype Feature 5 4 3 __ __ __
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 __ __ __
9th +4 __ 6 4 3 2 __ __
10th +4 Natural Explorer, Primal Instincts, Hide in Plain Sight 6 4 3 2 __ __
11th +4 Archetype Feature 7 4 3 3 __ __
12th +4 Ability Score Improvement 7 4 3 3 __ __
13th +5 __ 8 4 3 3 1 __
14th +5 Favored Enemy 8 4 3 3 1 __
15th +5 Archetype Feature 9 4 3 3 2 __
16th +5 Ability Score Improvement 9 4 3 3 2 __
17th +6 __ 10 4 3 3 3 1
18th +6 Primal Instincts 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Class Features track your favored enemies, as well as on Intelligence


As a ranger, you gain the following class features checks to recall information about them.
When you gain this feature, you also learn one
Hit Points language of your choice that is spoken by your favored
Hit Dice: 1d10 per ranger level enemies, if they speak one at all.
Hit Points at 1st Level: 10 + your Constitution Beginning at 14th level, once on each of your turns,
modifier you can add your Wisdom modifier to the attack or
Hit Points at Higher Levels: 1d10 (or 6) + your damage roll of an attack you make against one of your
Constitution modifier per ranger level after 1st favored enemies. You can choose to use this feature
before or after you roll, but before any effects of the roll
Proficiencies are applied.
Armor: Light armor, medium armor, shields You choose one additional favored enemy, as well as
Weapons: Simple weapons, martial weapons an associated language, at 6th and 14th level. As you
Tools: None gain levels, your choices should reflect the types of
monsters you have encountered on your adventures.
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Natural Explorer
Acrobatics, Insight, Investigation, Nature, Perception,
Stealth and Survival You are particularly familiar with one type of natural
environment and are adept at traveling and surviving in
Equipment such regions. Choose one type of favored terrain: arctic,
You start with the following equipment, in addition to coast, desert, forest, grassland, mountain,ocean, swamp,
the equipment granted by your background: or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your
• (a) scale mail or (b) leather armor proficiency bonus is doubled if you are using a skill that
• (a) two shortswords or (b) two simple melee weapons you’re proficient in.
• (a) a dungeoneer’s pack or (b) an explorer’s pack You choose additional favored terrain types at 6th and
• A longbow and a quiver of 20 arrows 10th level.
While traveling for an hour or more in your favored
terrain, you gain the following benefits:
Favored Enemy
• Difficult terrain doesn’t slow your group’s travel.
Beginning at 1st level, you have significant experience
• Your group can’t become lost except by magical means.
studying, tracking, hunting, and even talking to a certain
• Even when you are engaged in another activity while
type of enemy.
traveling (such as foraging, navigating, or tracking),
Choose a type of favored enemy: aberrations,
you remain alert to danger.
beasts, celestials, constructs, dragons, elementals, fey,
• If you are traveling alone, you can move stealthily at a
fiends, giants, monstrosities, oozes, plants, or undead.
normal pace.
Alternatively, you can select two races of humanoid
• When you forage, you find twice as much food as you
(such as gnolls and orcs) as favored enemies.
normally would.
You have advantage on Wisdom (Survival) checks to
CLASSES | RANGER
2
• While tracking other creatures, you also learn their these spells, you must expend a slot of the spell’s level
exact number, their sizes, and how long ago they or higher. You regain all expended spell slots when you
passed through the area. finish a long rest.
For example, if you know the 1st-level spell animal
Beginning at 6th level, you leave no trail and can’t friendship and have a 1st-level and a 2nd-level spell slot
be tracked by nonmagical means unless you choose to available, you can cast animal friendship using either
leave a trail. slot.
At 10th level, after traversing a region for at least 7
days, you may count that terrain type as one of your Spells Known of 1st Level and Higher
favored terrains. This benefit lasts until you use this You know two 1st-level spells of your choice from the
feature again with a different terrain type. ranger spell list.
The Spells Known column of the Ranger table shows
when you learn more ranger spells of your choice. Each
Natural Healing of these spells must be of a level for which you have
Beginning at 1st level, at the end of a short rest when spell slots. For instance, when you reach 5th level in this
you use hit dice to recover hit points and roll a 1 or a 2, class, you can learn one new spell of 1st or 2nd level.
you may re-roll the die. Each short rest you can use this Additionally, when you gain a level in this class, you
feature a number of times equal to half your ranger level can choose one of the ranger spells you know and
(rounded up). replace it with another spell from the ranger spell list,
which also must be of a level for which you have spell
VaRianT RangeR FeaTuRes slots.
Some campaigns might be better suited for a ranger with
a different kind of toughness. Your Dungeon Master Spellcasting Ability
might allow these class variations which replace the Wisdom is your spellcasting ability for your ranger
Ranger’s Hit Points and Natural Healing class features. spells, since your magic draws on your attunement to
Hit Dice: 2d4 per ranger level nature. You use your Wisdom whenever a spell refers
Hit Points at 1st Level: 8 + two times your to your spellcasting ability. In addition, you use your
Constitution modifier Wisdom modifier when setting the saving throw DC for
Hit Points at Higher Levels: 2d4 (or 5) + two times a ranger spell you cast and when making an attack roll
your Constitution modifier per ranger level after 1st with one.

Spell save DC = 8 + your proficiency bonus +


your Wisdom modifier
Fighting Style Spell attack modifier = your proficiency bonus +
At 2nd level, you adopt a particular style of fighting as your Wisdom modifier
your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even
if you later get to choose again.
Ranger Archetype
At 3rd level, you choose an archetype that you strive to
Archery emulate: Hunter or Beast Master, both detailed at the
You gain a +2 bonus on attack rolls you make with end of the class description. Your choice grants you
ranged weapons. features at 3rd level and again at 7th, 11th, and 15th
level.
Dueling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.

Mariner
As long as you are not wearing heavy armor or using
a shield, you have a swimming speed and a climbing
speed equal to your normal speed, and you gain a +1
bonus to AC.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Spellcasting
By the time you reach 2nd level, you have learned to
use the magical essence of nature to cast spells, much
as a druid does. See chapter 10 for the general rules of
spellcasting and chapter 11 for the ranger spell list.

Spell Slots
The Ranger table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of

CLASSES | RANGER
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Primal Instincts Hide in Plain Sight
At 3rd level your survival training has honed your Starting at 10th level, you can spend 1 minute creating
senses to an uncanny level. As an action, you can use camouflage for yourself. You must have access to fresh
this feature to heighten your senses and gain one of the mud, dirt, plants, soot, and other naturally occurring
following benefits: materials with which to create your camouflage.
Primeval Awareness. At the 3rd level you can use Once you are camouflaged in this way, you can try
Primal Instincts to focus your awareness on the region to hide by pressing yourself up against a solid surface,
around you. For 1 minute you can sense whether the such as a tree or wall, that is at least as tall and wide
following types of creatures are present within 1 mile of as you are. You gain a +10 bonus to Dexterity (Stealth)
you (or within 6 miles if you are in your favored terrain): checks as long as you remain there without moving or
aberrations, celestials, dragons, elementals, fey, fiends, taking actions. Once you move or take an action, you
and undead. This feature doesn’t reveal the creatures’ must spend a minute camouflaging yourself again to
location or number. gain this benefit.
Gut Feeling. Beginning at 10th level you can use your
Primal Instincts to intuit the position of an unseen foe.
For the next minute, your inability to see an enemy does Foe Slayer
not impose disadvantage on your attack rolls. At 20th level you become an unparalleled hunter of your
Feral Sense. Beginning at 18th level you can use your enemies. When you hit an enemy with an attack, you
Primal Instincts to develop a sixth sense. For one hour can choose to deal an additional 5d8 damage and have
you cannot be surprised, and you know the location of them make a Constitution saving throw against your
any invisible creatures within 30’ of you, provided the spell save DC. If the target fails, you can choose one of
creature isn’t hidden from you and you aren’t blinded or the following conditions to inflict upon them: blinded,
deafened. deafened, frightened, or incapacitated. The creature
suffers from this effect until the end of your next turn.
You can use your Primal Instincts a number of If the creature is one of your favored enemies and has
times per day equal to 1 plus your Wisdom modifier fewer than 50 hit points, it dies.
(minimum 1). You regain any expended uses at the end Once you use this feature, you cannot use it again
of a long rest. until after you finish a long rest.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Skirmisher’s Stealth
Beginning at 6th level, your speed and stealth in combat
make you hard to pin down. You can take the Hide
action as a bonus action.
Additionally if you are hidden when you roll initiative,
making an attack during the first round of combat
does not reveal your location if you otherwise fulfil the
conditions needed to hide.

Land’s Stride
Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement. You also
pass through nonmagical plants without being slowed
by them and without taking damage from them if they
have thorns, spines, or similar hazards.
In addition, you have advantage on saving throws
against plants that are magically created or manipulated
to impede movement, such as those created by the
entangle spell.

CLASSES | RANGER
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Ranger Archetype Superior Hunter’s Defense
At the 15th level, you gain one of the following features
The ideal ranger has two classic expressions: the
Hunter and the Beast Master. of your choice:
Evasion. You can nimbly dodge out of the way of
certain area effects, such as a red dragon’s fiery breath
Hunter or a lightning bolt spell. When you are subjected to an
effect that allows you to make a Dexterity saving throw
Emulating the Hunter archetype means accepting your
to take only half damage, you instead take no damage if
place as a bulwark between civilization and the terrors
you succeed on the saving throw, and only half damage
of the wilderness. As you walk the Hunter’s path you
if you fail.
learn specialized techniques to fight the threats you face,
Stand Against the Tide. When a hostile creature
from rampaging ogres and hordes of orcs, to towering
misses you with a melee attack, you can use your
giants and terrifying dragons.
reaction to force that creature to repeat the same attack
again another creature (other than itself) of your choice.
Hunter’s Prey Uncanny Dodge. When an attacker that you can see
At the 3rd level, you gain one of the following features of hits you with an attack, you can use your reaction to
your choice: halve the attack’s damage against you.
Colossus Slayer. Your tenacity can wear down the
most potent foes. When you hit a creature with a
weapon attack, the creature takes an extra 1d8 damage
if it’s below its hit point maximum. You can deal this
extra damage only once per turn.
Giant Killer. When a Large or larger creature within
5 feet of you hits or misses you with an attack, you can
use your reaction to attack that creature immediately
after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you
make a weapon attack, you can make another attack
with the same weapon against a different creature that
is within 5 feet of the original target and within range of
your weapon.

Defensive Tactics
At the 7th level, you gain one of the following features of
your choice:
Escape the Horde. Opportunity attacks against you
are made with disadvantage
Multiattack Defense. When a creature hits or misses
you with an attack, you gain a +4 bonus to AC against all
subsequent attacks made by that creature for the rest of
the turn.
Steel Will. You are immune to being frightened.

Multiattack
At the 11th level, you gain one of the following features
of your choice:
Volley. You can use your action to make a ranged
attack against any number of creatures within 10 feet of
a point you can see within your weapon’s range.
You must have ammunition for each target, as normal,
and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to move
up to half your speed and make a melee attack against
any number of creatures that came within 5 feet of you
during this movement.
You must make a separate attack roll for each target,
and this movement provokes attacks of opportunity as
normal.

CLASSES | RANGER
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Beast Master Beastly Coordination
Starting at 15th level, when an attacker that you can see
The Beast Master archetype embodies a friendship hits your beast companion with an attack, you can call
between the civilized races and the beasts of the world. out a warning. If your beast companion can hear you, it
United in focus, beast and ranger work as one to fight can use its reaction to halve the attack’s damage against
the monstrous foes that threaten civilization and the it.
wilderness alike. Emulating the Beast Master Archetype
means committing yourself to this ideal, working in a RangeR’s BesT FRiend
partnership with an animal as its companion and friend. Many players like to play a ranger that keeps a loyal
friend and pet throughout their adventuring career.
Ranger’s Companion When the maximum challenge rating of your beast
At 3rd level, you gain a beast companion that companion increases, instead of training a new beast,
accompanies you on your adventures and is trained to you can work with your Dungeon Master to upgrade your
fight alongside you. Choose a Beast that is no larger current companion.
than Medium and has a challenge rating of ¼ or lower. Your Dungeon Master has rules in the Dungeon
Beginning at 7th level the maximum challenge rating Master’s Guide for adjusting the attributes of a creature to
your beast can have increases to ½ , and at the 15th increase its challenge rating.
level your beast can have a maximum of challenge
rating 1 and be no larger than Large.
Add your proficiency bonus to the beast’s AC, attack
rolls, and damage rolls. The creature’s hit points are
equal to that in its stat block or 5 times your ranger
level (whichever is higher). Your beast gains proficiency
in Wisdom saving throws and the saving throw
corresponding to its highest ability score (if it is already
proficient in one of these saves, use its second highest
ability instead).
You can choose to let your beast spend Hit Dice from
your pool during a short rest to regain hit points. The
beast makes death saving throws following the normal
rules. If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another beast
that isn’t hostile to you.

Exceptional Training
The beast obeys your commands as best it can. It
takes its turn on your initiative, though it doesn’t take
action unless you command it to. On your turn, you can
verbally command the beast where to move (no action
required by you).
You can use your action to command your beast to
take the Attack action. Once you have the Extra Attack
feature, when you take the Attack action the
beast can make a single attack as one of your attacks.
As a bonus action you can command the beast to take
the Dash, Disengage, Dodge, or Help action. It takes
attacks of opportunity and other reactions without
needing your command.
When traveling through your favored terrain with
only the beast, you can move stealthily at a normal
pace.
If you are incapacitated or absent, the beast acts on
its own, focusing on protecting you and itself.

Share spell
Starting at 7th level, when you cast a spell targeting
yourself, you can also affect your beast companion with
the spell if the beast is within 30 feet of you.

Bestial Fury
Beginning at 11th level, when you command the beast
to take the Attack action, it can attack twice or take the
multiattack option if it has it.

CLASSES | RANGER
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Changes From PHB: A big thank you to:
• Erelyas
• Added Acrobatics to list of available skills. • Smyris
• Added 2d4 Hit Dice variant. • Zetesofos
• Moved PHB Foe Slayer to Favored Enemy. • Eritude_GM
• Altered Natural Explorer. • Supreme_slayer
• Added Natural Healing. • Trinculoisdead
• Removed Defensive fighting style. • SpiketailDrake
• Added Mariner fighting style. • Zagorath
• Added Primal Instincts. • Thormudr
• Added (altered) Skirmisher’s Stealth. • Charrmeleon
• Removed Vanish • Leuku
• Removed Feral Senses. • And everyone else who helped tweak the Ranger
• Altered Foe Slayer.
• Altered Steel Will. Consensus Ranger Class by
• Altered Whirlwind Attack. /u/ZIPPERONDISNEY
• Altered Ranger’s Companion.
• Altered Exceptional Training. Art Credits in Order of Appearance
• Moved Share Spell. “Forest” by Andead
• Added Beastly Coordination. “Items Weapons Paizo” by Hfesbra
“Cronicas: Elf Ranger” by Caio Monteiro
aFTeRThoughTs “Enchanted Forest” by Adimono
This may be the most reviewed and closely scrutinized “Dwarf Ranger” by Rhineville
ranger remake. This is not an “ideal” ranger or a re- “Underdark Ranger” by Wood Illustration
imagining of the class. Instead this rework tried to “Of the forest” by Niltrace
consolidate the most prominent features across the “Sathe Arkona Comm” by YamaOrce
many fixes done by the community. “Character1: Hunter” by Atarts
Trying to build a true “consensus” is a fools errand. “Laotia Forest” by Stephengarrett1019
Players have wide variety of ideas about what the ranger
should be, and not everyone’s ideal ranger will be
realized by this class. However this remake represents
the most frequent themes seen across many reworks,
and should provide common ground.
Who knows, after months of play testing, we can go
back and build another community ranger. But as it
stands, I’m happy to present the (so-called) Consensus
Ranger.

CLASSES | RANGER
7
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

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