Class Features In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
As a ranger, you gain the following class features. traveling for an hour or more:
Hit Points Difficult terrain doesn’t slow your group’s travel.
Hit Dice: 1d10 per Ranger level Your group can’t become lost except by magical
Hit Points at 1st Level: 10 + your Constitution modifier means.
Hit Points at Higher Levels: 1d10 (or 6) + your Even when you are engaged in another activity while
Constitution modifier per Ranger level after 1st traveling (such as foraging, navigating, or tracking),
Proficiencies you remain alert to danger.
If you are traveling alone, you can move stealthily at
Armor: Light armor, medium armor, shields
a normal pace.
Weapons: Simple weapons, martial weapons
When you forage, you find twice as much food as you
Tools: Cook’s utensils, plus one of your choice between:
normally would.
Cartographer’s tools, Herbalism kit, Navigatr’s tools,
While tracking other creatures, you also learn their
Woodcarver’s tools
exact number, their sizes, and how long ago they
Saving Throws: Strength, Dexterity passed through the area.
Skills: choose three from Animal Handling, Athletics, Your can’t be tracked by nonmagical means, unless
Insight, Investigation, Nature, Medicine, Perception, you choose to leave a trail.
Stealth, and Survival
Equipment Favored Enemy
You start with the following equipment, in addition to
the equipment granted by your background: At 1st level, You are adept at focusing your ire on a
single foe. You always have the Hunter’s Mark Spell
(a) scale mail or (b) leather armor prepared, and it doesn’t count against the number of
(a) two shortswords or (b) two simple melee Spells you can prepare. You can cast it without
weapons expending a spell slot a number of times equal to your
(a) a dungeoneer’s pack or (b) an explorer’s pack Wisdom modifier, and you regain all expended uses of
A longbow and a quiver of 20 arrows this ability when you finish a Short or Long Rest.
Moreover, you don’t have to concentrate on the Spell
Spellcasting Ability once you cast it; it lasts for its full duration, until you
Spell save DC = 10 + your proficiency bonus + your end it as a Bonus Action, or until you are Incapacitated.
Wisdom modifier
Spell attack modifier = your proficiency bonus + your Fighting Style
Wisdom modifier
At 2nd level, you adopt a particular style of fighting as
Expertise your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even
At 1st level, You gain Expertise in two of your Skill if you later get to choose again.
Proficiencies of your choice. Archery. You gain a +2 bonus to attack rolls you
At 9th level, you can choose two more of your make with ranged weapons.
proficiencies to gain this benefit. Blind Fighting. You have blind sight with a range of
10 feet. Within that range, you can effectively see
Natural Explorer anything that isn’t behind total cover, even if you’re
blinded or in darkness. Moreover, you can see an
Startng at 1st level, You are a master of navigating the
invisible creature within that range, unless the creature
natural world, and you react with swift and decisive
successfully hides from you.
action when attacked. This grants you the following
Defense. While you are wearing armor, you gain a +1
benefits:
bonus to AC.
You ignore difficult terrain. Druidic Warrior. You learn two cantrips of your
You can pass through nonmagical plants without choice from the Druid spell list. They count as ranger
being slowed by them and without taking damage spells for you, and Wisdom is your spellcasting ability
from them if they have thorns, spines, or a similar for them. Whenever you gain a level in this class, you
hazard. can replace one of these cantrips with another cantrip
You have advantage on saving throws against plants from the Druid spell list.
that are magically created or manipulated to impede Dueling. When you are wielding a melee weapon in
movement, such those created by the Entangle spell. one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that spirit. Through sounds and gestures, you can
has the thrown property as part of the attack you make communicate simple ideas to a beast or plant, and can
with the weapon. In addition, when you hit with a read its basic mood and intent. You learn its emotional
ranged attack using a thrown weapon, you gain a +2 state, whether it is affected by magic of any sort, its
bonus to the damage roll. short-term needs (such as food or safety), and actions
Two-Weapon Fighting. When you engage in two- you can take (if any) to persuade it to not attack. You
weapon fighting, you can add your ability modifier to the cannot use this ability against a creature that you have
damage of the second attack. attacked within the past 10 minutes.
You can use a bonus action on your turn to command
Spellcasting one friendly beast within 60 feet of you that can hear
you and that isn’t currently following the command of
By 2nd level, you have learned to draw on primal magic someone else. You decide what action the beast will
through meditation to cast spells as a druid does. See take and where it will move during its next turn, or you
chapter 10 for the general rules of spellcasting and issue a general command, such as to guard a particular
chapter 11 for the Ranger spell list. object or area or to not attack civillians. A wild beast
Preparing and Casting Spells will not fight to the death for you unless it has a reason
to do so.
The Ranger table shows how many spell slots you have
to cast your ranger spells. To cast one of your Ranger
spells of 1st level or higher, you must expend a slot of
Ranger Archetype
the spell’s level or higher. You regain all expended spell At 3rd level, you choose an archetype that you strive to
slots when you finish a long rest. emulate from the list of available archetypes. Your
You prepare the list of ranger spells that are available choice grants features at 3rd level, and again at 7th,
for you to cast, choosing from the ranger spell list. 11th, and 15th level.
When you do so, choose a number of Ranger spells
equal to your Wisdom modifier + half your ranger level, Ability Score Improvement
rounded down (minimum of one spell). The spells must
be of a level for which you have spell slots. When you reach 4th level, you can increase one ability
For example, if you are a 5th-level Ranger, you have score of your choice by 2, or you can increase two ability
four 1st-level and two 2nd-level spell slots. With a scores of your choice by 1. As normal, you can’t
Wisdom of 14, your list of prepared spells can include increase an ability score above 20 using this feature.
four spells of 1st or 2nd-level, in any combination. If you If your DM allows the use of feats, you may instead
prepare the 1st-level spell cure wounds, you can cast it take a feat.
using a 1st-level or a 2nd-level slot. Casting the spell
doesn’t remove it from your list of prepared spells. Extra Attack
You can change your list of prepared spells when you
Beginning at 5th level, you can attack twice, instead of
finish a long rest. Preparing a new list of ranger spells
once, whenever you take the Attack action on your turn.
requires time spent in meditation: at least 1 minute per
spell level for each spell on your list.
Roving
Spellcasting Ability
At 6th level, our walking speed increases by 5, and you
Wisdom is your spellcasting ability for your ranger gain a climbing speed and a swimming speed equal to
spells, since their power derives from the nature’s your walking speed.
power. You use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for
Evasion
a ranger spell you cast and when making an attack roll Beginning at 7th level, you can nimbly dodge out of the
with one. way of certain area effects, such as a red dragon’s fiery
Spell save DC = 8 + Wisdom modifier + Proficiency breath or an Ice Storm spell. When you are subjected to
Bonus an effect that allows you to make a Dexterity saving
Spell attack modifier = Wisdom modifier + throw to take only half damage, you instead take no
Proficiency Bonus damage if you succeed on the saving throw, and only
half damage if you fail.
Whispers Of The Wild
Beginning at 3rd level, your mastery of ranger lore
Ranger Archetype feature
allows you to establish a powerful link to beasts and the At 7th level, you gain a feature granted to you by your
land. You have an innate ability to communicate with Ranger Archetype.
beasts and plants, and they recognize you as a kindred
Ability Score Improvement If your DM allows the use of feats, you may instead
take a feat.
When you reach 8th level, you can increase one ability
score of your choice by 2, or you can increase two ability Feral Senses
scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. At 14th level, Your connection to the forces of nature
If your DM allows the use of feats, you may instead grants you Blindsight with a range of 30 feet.
take a feat.
Ranger Archetype feature
Relentless Hunter At 15th level, you gain a feature granted to you by your
At 9th level, You can call on the forces of natur e to Ranger Archetype.
reveal certain strengths and weaknesses of your prey.
While a creature is marked by your Hunter’s Mark, you Ability Score Improvement
know whether that creature has any Immunities,
When you reach 16th level, you can increase one ability
Resistances, and Vulnerabilities, and if the creature has
score of your choice by 2, or you can increase two ability
any, you know what they are. Your Hunter’s Mark now
scores of your choice by 1. As normal, you can’t
deals an extra 1d6 damage to its target (for a total of
increase an ability score above 20 using this feature.
2d6 at this level).
If your DM allows the use of feats, you may instead
take a feat.
Tireless
At 10th Level as a Bonus Action, you can give yourself a Precise Hunter
number of temporary hit points equal to 1d8 + your
At 17th level, You have Advantage on attack rolls
Wisdom modifier (minimum of 1 temporary hit point).
against the creature currently marked by your Hunter’s
You can use this feature a number of times equal to
Mark. Your Hunter’s Mark now deals an extra 1d6
your proficiency bonus, and you regain all expended
damage to its target (for a total of 3d6 at this level)
uses when you finish a long rest.
In addition, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.
Primeval Awareness
At 18th level, You always have the Commune With
Hide in Plain Sight Nature spell prepared, and it doesn’t count against the
number of Ranger spells you can have prepared. You
Starting at 10th level, you can spend 1 minute creating
can cast Commune With Nature without expending a
camouflage for yourself. You must have access to fresh
spell slot. You can do so a number of times equal to your
mud, dirt, plants, soot, and other naturally occurring
proficiency bonus, and you regain all expended uses
materials with which to create your camouflage.
when you finish a long rest.
Once you are camouflaged in this way, you can try to
hide by pressing yourself up against a solid surface,
such as a tree or wall, that is at least as tall and wide as
Ability Score Improvement
you are. You gain a +10 bonus to Dexterity (Stealth) When you reach 19th level, you can increase one ability
checks as long as you remain there without moving or score of your choice by 2, or you can increase two ability
taking actions. Once you move or take an action or a scores of your choice by 1. As normal, you can’t
reaction, you must camouflage yourself again to gain increase an ability score above 20 using this feature.
this benefit. If your DM allows the use of feats, you may instead
Aditionally, you can take the Hide Action as a Bonus take a feat.
Action
Ultimate predator
Ranger Archetype feature
At 20th level, your ability to survive is unparalleled. You
At 11th level, you gain a feature granted to you by your are considered naturally adapted to cold and warm
Ranger Archetype. climates, as well as swimming in frigid water or living in
high altitudes of up to 20.000 feet. Weather phenomena
Ability Score Improvement such as strong wind or heavy precipitation do not hinder
any of your abilities, and any ability check you make to
When you reach 12th level, you can increase one ability
avoid wilderness hazards automatically succeeds.
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.