Ranger Quick Build
You can make a ranger quickly by following these
Rough and wild looking, a human stalks alone through
suggestions. First, make Dexterity your highest ability
the shadows of trees, hunting the orcs he knows
score, followed by Wisdom. (Some rangers who focus
are planning a raid on a nearby farm. Clutching a
on two-weapon fighting make Strength higher than
shortsword in each hand, he becomes a whirlwind of
Dexterity.) Second, choose the outlander background.
steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an
elf finds her feet and draws back her bow to loose an
arrow at the white dragon. Shrugging off the wave of Class Features
fear that emanates from the dragon like the cold of its As a ranger, you gain the following class features.
breath, she sends one arrow after another to find the
gaps between the dragon’s thick scales.
Hit Points
Holding his hand high, a half-elf whistles to the hawk
Hit Dice: 1d10 per ranger level
that circles high above him, calling the bird back to his
Hit Points at 1st Level: 10 + your Constitution
side. Whispering instructions in Elvish, he points to
modifier
the owlbear he’s been tracking and sends the hawk to
Hit Points at Higher Levels: 1D10 (or 6) + your
distract the creature while he readies his bow.
Constitution modifier per ranger level after 1st
Far from the bustle of cities and towns, past the
hedges that shelter the most distant farms from the
terrors of the wild, amid the dense-packed trees of Proficiencies
trackless forests and across wide and empty plains, Armor: Light armor, medium armor, shields
rangers keep their unending watch. Weapons: Simple weapons, martial weapons
Tools: None
Creating a Ranger Equipment
As you create your ranger character, consider the
You start with the following equipment, in adition to
nature of the training that gave you your particular
the equipment granted by your background.
capabilities. Did you train with a single mentor,
wandering the wilds together until you mastered the
ranger’s ways? Did you leave your apprenticeship, or • (a) scale mail or (b) leather armor
was your mentor slain– perhaps by the same kind of • (a) two shortswords or (b) two simple melee
monster that became your favored enemy? Or perhaps weapons
you learned your skills as part of a band of rangers • (a) a dungeoneer’s pack or (b) an explorer’s pack
affiliated with a druidic circle, trained in mystic paths • A longbow and a quiver of 20 arrows
as well as wilderness lore. You might be self-taught, a
recluse who learned combat skills, tracking, and even
a mgical connection to nature through the necessity of Favored Enemy
surviving in the wilds. Beginning at 1st level, you have significant experience
What’s the source of your particular hatred of a studying, tracking, hunting, and even talking to a
certain kind of enemy? Did a monster kill someone certain type of enemy.
you loved or destroy your home village? Or did you see Choose a type of favored enemy: aberrations,
too much of the destruction these monsters cause and beasts, celestials, constructs, dragons, elementals,
commit yourself to reigning in their depredations? Is fey, fiends, giants, monstrosities, oozes, plants,
your adventuring career a continuation of your work or undead. Alternatively, you can select two races
in protecting the borderlands, or a significant change? of humanoid (such as gnolls and orcs) as favored
What made you join up with a band of adventurers? enemies.
Do you find it challenging to teach new allies the ways You have advantage on Wisdom (Survival) checks to
of the wild, or do you welcome the relief from solitude track your favored enemies, as well as on Intelligence
that they offer? checks to recall information about them.
When you gain this feature, you also learn one
language of your choice that is spoken by your favored
Fighting Style
enemies, if they speak one at all. At 2nd level, you adopt a particular style of fighting as
You choose one additional favored enemy, as well as your specialty. Choose one of the following options.
an associated language, at 6th and 14th level. As you You can’t take a Fighting Style option more than once,
gain levels, your choices should reflect the types of even if you later get to choose again.
monsters you have encountered on your adventures.
Archery
You gain a +2 bonus to attack rolls you make with ranged
Natural Explorer weapons.
You are particularly familiar with one type of natural
Defence
environment and are adept at traveling and surviving While you are wearing armor, you gain a +1 bonus to AC.
in such regions. Choose one type of favored terrain:
arctic, coast, desert, forest, grassland, mountain, Dueling
swamp, or the Underdark. When you make an When you are wielding a melee weapon in one hand and
Intelligence or Wisdom check related to your favored no other weapons, you gain a +2 bonus to damage rolls
terrain, your proficiency bonus is doubled if you are with that weapon.
using a skill that you’re proficient in.
While traveling for an hour or more in your favored Two-Weapon Fighting
terrain, you gain the following benefits: When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical
means.
Spellcasting
• Even when you are engaged in another activity By the time you reach 2nd level, you have learned to
while traveling (such as foraging, navigating, or use the magical essence of nature to cast spells, much
tracking), you remain alert to danger. as a druid does.
• If you are traveling alone, you can move stealthily
at a normal pace. Spell Slots
• When you forage, you find twice as much food as The Ranger table shows how many spell slots you have
you normally would. to cast your spells of 1st level and higher. To cast one
• While tracking other creatures, you also learn their of these spells, you must expend a slot of the spell’s
exact number, their sizes, and how long ago they level or higher. You regain all expended spell slots
passed through the area. when you finish a long rest.
For example, if you know the 1st-level spell animal
friendship and have a 1st-level and a 2nd-level spell
You choose additional favored terrain types at 6th and slot available, you can cast animal friendship using
10th level. either slot.
Spells Known of 1st Level and Higher
Ranger Archetype You know two 1st-level spells of your choice from the
ranger spell list.
At 1st level, you choose the Beast Master archetype, The Spells Known column of the Ranger table shows
detailed at the end of the class description. This choice when you learn more ranger spells of your choice.
grants you features at 1st, 3rd, 7th, 11th and 15th level. Each of these spells must be of a level for which you
have spell slots. For instance, when you reach 5th level
in this class, you can learn one new spell of 1st or 2nd
level.
Additionally, when you gain a level in this class, you
can choose one of the ranger spells you know and
Primeval Awareness
replace it with another spell from the ranger spell list, Beginning at 3rd level, you can use your action and
which also must be of a level for which you have spell expend one ranger spell slot to focus your awareness
slots. on the region around you. For 1 minute per level
of the spell slot you expend, you can sense whether
Spellcasting Ability the following types of creatures are present within
Wisdom is your spellcasting ability for your ranger 1 mile of you (or within up to 6 miles if you are in
spells, since your magic draws on your attunement to your favored terrain) and their general direction:
nature. aberrations, celestials, dragons, elementals, fey,
You use your Wisdom whenever a spell refers to your fiends, and undead. This feature doesn’t reveal the
spellcasting ability. creatures’ number.
In addition, you use your Wisdom modifier when
setting the saving throw DC for a ranger spell you cast
and when making an attack roll with one.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th
Spell save DC = 8 + your proficiency bonus + and 19th level, you can increase one ability score of
your Wisdom modifier your choice by 2, or you can increase two ability scores
Spell attack modifier = your proficiency bonus of your choice by 1. As normal, you can’t increase an
+ your Wisdom modifier
ability score above 20 using this feature.
THE BEAST MASTER RANGER
Proficiency Spells –Spell Slots per Spell Level–
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer, Companion – – – – – –
2nd +2 Fighting Style, Spellcasting 2 2 – – – –
3rd +2 Exceptional Training, Primeval Awareness 3 3 – – – –
4th +2 Ability Score Improvement 3 3 – – – –
5th +3 Extra Attack 4 4 2 – – –
6th +3 Favored Enemy and Natural Explorer Improvements 4 4 2 – – –
7th +3 Nature’s Wrath 5 4 3 – – –
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 – – –
9th +4 Evasion 6 4 3 2 – –
10th +4 Natural Explorer Improvement, Hide in Plain Sight 6 4 3 2 – –
11th +4 Bestial Fury 7 4 3 3 – –
12th +4 Ability Score Improvement 7 4 3 3 – –
13th +5 – 8 4 3 3 1 –
14th +5 Favored Enemy Improvement, Vanish 8 4 3 3 1 –
15th +5 Share Spells 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 Feral Senses 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
Extra Attack Hide in Plain Sight
Beginning at 5th level, you can attack twice, instead Starting at 10th level, you can spend 1 minute creating
of once, whenever you take the Attack action on your camouflage for yourself. You must have access to fresh
turn. mud, dirt, plants, soot, and other naturally occurring
materials with which to create your camouflage.
Once you are camouflaged in this way, you can try
Land’s Stride to hide by pressing yourself up against a solid surface,
Starting at 8th level, moving through nonmagical such as a tree or wall, that is at least as tall and wide as
difficult terrain costs you no extra movement. you are. You gain a +10 bonus to Dexterity (Stealth)
You can also pass through nonmagical plants without checks as long as you remain there without moving or
being slowed by them and without taking damage taking actions.
from them if they have thorns, spines, or a similar Once you move or take an action or a reaction, you
hazard. must camouflage yourself again to gain this benefit.
In addition, you have advantage on saving
throws against plants that are magically created or
manipulated to impede movement, such those created Vanish
by the entangle spell. Starting at 14th level, you can use the Hide action as a
bonus action on your turn. Also, you can’t be tracked by
non-magical means, unless you choose to leave a trail.
Evasion
Beginning at 9th level, you can nimbly dodge out of
the way of certain area effects, such as a red dragon’s
fiery breath or an ice storm spell.
When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Feral Senses Foe Slayer
At 18th level, you gain preternatural senses that help At 20th level, you become an unparalleled hunter of
you fight creatures you can’t see. When you attack a your enemies.
creature you can’t see, your inability to see it doesn’t You can add your Wisdom modifier to the attack roll
impose disadvantage on your attack rolls against it. or the damage roll of all attacks you make against your
You are also aware of the location of any invisible favored enemies. You can choose to use this feature
creature within 30 feet of you, provided that the before or after the roll, but before any effects of the roll
creature isn’t hidden from you and you aren’t blinded are applied.
or deafened.
Beast Master
The Beast Master archetype embodies a friendship
between the civilized races and the beasts of the
world. United in focus, beast and ranger work
as one to fight the monstrous foes that threaten
civilization and the wilderness alike. Emulating the
Beast Master archetype means committing yourself
to this ideal, working in partnership with an animal
as its companion and friend. To this end, the Beast
Master begins the game with an animal companion
that advances alongside her, growing stronger as they
develop a preternatural bond that enables them to
work in unison with deadly precision.
Ranger’s Companion
At 1st level, you gain a beast companion that
accompanies you on your adventures and is trained
to fight alongside you. Choose a beast that is no larger
than Medium and that has a challenge rating of 1/4
or lower. Add your proficiency bonus to the beast’s
AC, attack rolls, and damage rolls, as well as to any
saving throws and skills it is proficient in. Its hit point
maximum equals its normal maximum at one Hit
Die plus Constituion modifier, if any. Whenever the
Ranger gains additional HD, the Companion gains an
additional HD of its type. When the Ranger gains an
Ability Score Improvement, the Companion also gains
2 points to allocate.
The beast obeys your commands as best as it can Bestial Fury
and you have advantage on all Wisdom (Animal Starting at 11th level, your beast companion can make
Handling) checks that pertain to it. It takes its turn two attacks when it uses the Attack action.
on your initiative, though it doesn’t take an action
unless you command it to. On your turn, you can Share Spells
verbally command the beast where to move (no action Beginning at 15th level, when you cast a spell
required by you). You can use your action to verbally targeting yourself, you can also affect your beast
command it to take the Attack, Dash, Disengage, companion with the spell if the beast is within 30 feet
Dodge, Help, Hide, Disarm, Shove, Overrun or of you.
Grapple action if the beast is capable of performing
the action. Once you have the Extra Attack feature,
you can make one weapon attack yourself when
you command the beast to take the Attack action.
Once the beast is attacking an enemy, on successive
rounds, it will continue to attack until that target is
incapacitated or it is given a different command. If no
commands are given, the beast will act normally and
do its best to protect both itself and the Ranger.
While traveling through your favored terrain with
only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another
beast that isn’t hostile to you. The beast starts at your
current level.
Exceptional Training
Your extensive experience fighting alongside your
Companion allows you to operate more effectively.
Beginning at 3rd level, you can use a bonus action
to command the beast to take the Dash, Disengage,
Dodge, Help, Hide, Disarm, Shove, Overrun or
Grapple action on its turn if the beast is capable of
performing the action.
Nature’s Wrath
Your Companion’s connection to nature allows it to
harness the magic of the wilds.
Beginning at 7th level, your animal companion’s
attacks overcome damage reduction as a magical
weapon.
*Companion Replacement Variant:
If the beast dies, you can obtain another one by
spending 8 hours magically bonding with another
beast that isn’t hostile to you. The beast starts at level 1
with 0 xp and gains xp at the same rate as the Ranger,
following normal leveling rules.
Optional: Animal Companion Feats
Feats Grappler
A feat represents a talent or an area of expertise that Prerequisite: Strength 13 or higher
gives a character special capabilities. It embodies
training, experience, and abilities beyond what a beast Your companion has developed the skills necessary to
would normally possess in nature. hold its own in close-quarters grappling. It gains the
At certain levels, your class gives you the Ability following benefits:
Score Improvement feature which also grants the
feature to your companion. Using the optional feats • Your companion has advantage on attack rolls
rule, your companion can forgo taking that feature to against a creature it is grappling.
take a feat of your choice instead. It can take each feat • It can use its action to try to pin a creature
only once. grappled by it. To do so, make another grapple
It must meet any prerequisite specified in a feat to check. If it succeeds, it and the creature are both
take that feat. If it ever loses the feat’s prerequisite, restrained until the grapple ends.
it can’t use that feat until it regains the prerequisite. • Creatures that are one size larger than it don’t
For example, the Grappler feat requires you to have automatically succeed on checks to escape its
a Strength of 13 or higher. If your companion’s grapple.
Strength is reduced below 13 somehow - perhaps by
a withering curse - it can’t benefit from the Grappler Mobile
feat until its Strength is restored.
Your companion is exceptionally speedy and agile. It
gains the following benefits:
Charger
• Your companion’s speed increases by 10 feet.
When your companion uses its action to Dash, it can • When it uses the Dash action, difficult terrain
use a bonus action to make one melee attack or to doesn’t cost extra movement on that turn.
shove a creature. • When it makes a melee attack against a creature,
If it moves at least 10 feet in a straight line it doesn’t provoke opportunity attacks from that
immediately before taking this bonus action, it either creature for the rest of the turn, whether it hit or
gain a +5 bonus to the attack’s damage roll (if it chose not.
to make an attack and hit) or push the target up to 10
feet away from it (if it chose to shove and succeeded).
Multiattack
Durable Prerequisite: Multiattack feature
Hardy and resilient, your companion gains the Your companion gains the multiattack feature as
following benefits: described by its beast type.
• Increase its Constitution score by 1, to a maximum
of 20. Plated
• When it rolls a Hit Die to regain hit points, the Prerequisite: No Climb, Swim or Fly speed.
minimum number of hit points it regains from
the roll equals twice its Constitution modifier Your companion has mastered the use of heavy
(minimum of 2). barding, gaining the following benefits:
• While your companion is wearing heavy barding,
bludgeoning, piercing, and slashing damage that it
takes from non-magical weapons is reduced by 3.
Preternatural Senses • Wearing medium barding doesn’t impose
disadvantage on your companion’s Dexterity
Prerequisite: Keen Senses (Stealth) checks.
Always on the lookout for danger, your companion • When your companion wears medium barding,
gains the following benefits: it can add 3, rather than 2, to its AC if it has a
Dexterity of 16 or higher.
• Your companion gains proficiency in Wisdom
(Perception). If it is already proficient, the Ranger’s Seeker
proficiency bonus is doubled for ability checks
made using this skill. Prerequisite: Keen Senses
• It can’t be surprised while it is conscious.
Alert to hidden traps and secret doors, your
• Other creatures don’t gain advantage on attack rolls
companion gains the following benefits:
against it as a result of being hidden from it.
• It has advantage on Wisdom (Perception) checks
Prowler made to detect the presence of traps and secret
doors.
Prerequisite: Dexterity 15 or higher, Keen Senses
• It has advantage on saving throws made to avoid
Your companion is an expert at slinking through or resist traps.
shadows. It gains the following benefits: • It has resistance to the damage dealt by traps.
• It can search for traps while traveling at a normal
• It can try to hide when it is lightly obscured from pace, instead of only at a slow pace.
the creature from which it is hiding.
• Dim light doesn’t impose disadvantage on its
Wisdom (Perception) checks.
Skilled
• If it moves and attacks a creature that it is hidden Your companion gains proficiency in any combination
from, your companion gains advantage on the of three skills of your choice.
attack roll.
Tough
Resilient Your companion’s hit point maximum increases by
an amount equal to twice its level when it gains this
Choose one ability score. Your companion gains the
feat. Whenever it gains a level thereafter, its hit point
following benefits:
maximum increases by an additional 2 hit points.
• Increase the chosen ability score by 1, to a
maximum of 20. Unrivaled
• It gains proficiency in saving throws using the
chosen ability. Prerequisite: Level 12
Your companion is larger and stronger than others of
Savage Attacker its kind. It gains the following benefits:
Once per turn when your companion rolls damage, it
• The companion’s size is increased by one size
can reroll the damage dice and use either total.
category and it gains the reach of its new size.
• Increase its Strength by 4 to a maximum of 20.
Scaled • Increase its Constitution by 2 to a maximum of 20.
• Decrease its Dexterity by 2.
Prerequisite: No Swim or Fly speed.
• Your companion’s speed increases by 10 feet.
Your companion has practiced moving in medium
barding to gain the following benefits: