Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, martial weapons, advanced weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Overview & Creation
The Ranger |
Spell Slots per Spell Level |
Level |
Proficiency Bonus |
Features |
Spells Known |
1st |
2nd |
3rd |
4th |
5th |
1st |
+2 |
Favored Enemy or Favoured Foe, Natural Explorer or Deft Explorer |
- |
- |
- |
- |
- |
- |
2nd |
+2 |
Fighting Style, Spellcasting |
2 |
2 |
- |
- |
- |
- |
3rd |
+2 |
Ranger Archetype, Primeval Awareness or Primal 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 |
Ranger 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 improvement, Hide in Plain Sight or Nature's Veil |
6 |
4 |
3 |
2 |
- |
- |
11th |
+4 |
Ranger 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 improvement, Vanish |
8 |
4 |
3 |
3 |
1 |
- |
15th |
+5 |
Ranger 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 |
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 |
Class Features
Favored Enemy
Beginning at 1st level you may choose between Favoured Enemy or Favoured Foe. If you choose Favoured Enemy, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of Favored enemy: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of Humanoid (such as Gnolls and orcs) as Favored enemies.
- You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence 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 enemies, if they speak one at all.
You choose one additional Favored Enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your Adventures.
Favored Foe
Beginning at 1st level you may choose between Favoured Enemy or Favoured Foe. If you choose Favoured Foe, you can call on your bond with nature to mark a creature as your favored enemy for a time.
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute.
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 6th level, the damage increases to 1d6. In addition, you have advantage on all saving throws made against your favored enemy’s spells, abilities, and effects.
At 14th level, the damage increases to 1d8. In addition, once during your turn if you miss a weapon attack against your favored foe, you can make an additional weapon attack against it.
Natural Explorer
You can choose between Natural Explorer or Deft Explorer. If you choose Natural Explorer, you are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of Favored terrain: Arctic, coast, Desert, Forest, Grassland, Mountain, swamp, or The Underdark. When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your Favored terrain, you gain the following benefits:
Difficult Terrain doesn't slow your group's Travel.
Your group can't become lost except by magical means.
Even when you are engaged in another Activity While Traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you Forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional Favored terrain types at 6th and 10th level.
Deft Explorer
You can choose between Natural Explorer or Deft Explorer. If you choose Deft Explorer, you are an unsurpassed explorer and survivor.
As you level you gain the following benefits.
• Canny (1st level)
Choose one skill you have proficiency in. You gain expertise in the chosen skill, and as such you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
• Roving (6th level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
• Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier. You can use this special action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Fighting Style
At 2nd Level, you adopt a particular style of fighting as 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.
• Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
• Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
• Defense
While you are wearing armor, you gain a +1 bonus to AC.
• Druidic Warrior
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
• 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.
• Interception (UA)
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
• Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
• Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
• Unarmed Fighting (UA)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Ranger Archetype
At 3rd level, you choose to emulate the ideals and training of a ranger archetype. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Archetype |
Source |
Amazon |
Arkadia |
Beast Master |
Player's Handbook |
Fey Wanderer |
Tasha's Cauldron of Everything |
Gloom Stalker |
Xanathar's Guide to Everything |
Horizon Walker |
Xanathar's Guide to Everything |
Hunter |
Player's Handbook |
Monster Slayer |
Xanathar's Guide to Everything |
Swarmkeeper |
Tasha's Cauldron of Everything |
Primeval Awareness
Beginning at 3rd Level you may choose between Primeval Awareness or Primal Awareness. If you choose Primeval Awareness, you can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number.
Primal Awareness
Beginning at 3rd Level you may choose between Primeval Awareness or Primal Awareness. If you choose Primal Awareness, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.
Primal Awareness Spells
Ranger Level |
Spell |
3rd |
speak with animals |
5th |
beast sense |
9th |
speak with plants |
13th |
locate creature |
17th |
commune with nature |
You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until 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.
Land's Stride
Starting at 8th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
Hide in Plain Sight
Starting at 10th level, you may choose between Hide in Plain Sight or Nature's Veil. If you choose Hide in Plain Sight, you can spend 1 minute creating camouflage for yourself. You must have access to fresh 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 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 you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking Actions. Once you move or take an action or a Reaction, you must camouflage yourself again to gain this benefit.
Nature's Veil
Starting at 10th level, you may choose between Hide in Plain Sight or Nature's Veil. If you choose Nature's Veil, you can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You may use this feature a number of times equal to your proficiency bonus and regain uses on a long rest.
Vanish
Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Feral Senses
At 18th level, you gain preternatural Senses that help you fight creatures you can't see. When you Attack a creature you can't see, your inability to see it doesn't impose disadvantage on your Attack rolls against it. You are also aware of the location of any Invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't Blinded or Deafened.
Foe Slayer
At 20th level, you become an unparalleled Hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the Attack roll or the damage roll of an Attack you make against one of your Favored enemies. You can choose to use this feature before or after the roll, but before any Effects of the roll are applied.
Starting Equipment
You start with the following Equipment, in addition to the Equipment granted by your background:
• (a) Scale Mail or (b) Leather Armor
• (a) two shortswords or (b) two simple Melee Weapons
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• A Longbow and a Quiver of 20 Arrows
Spellcasting
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.
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 these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots 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 slot available, you can cast Animal Friendship using either slot.
Spells Known of 1st level and Higher
You know two 1st-level Spells of your choice from the Ranger spell list.
You learn an additional Ranger spell of your choice at each odd numbered level thereafter. 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 replace it with another spell from the Ranger spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Wisdom is your Spellcasting Ability for your Ranger Spells, since your magic draws on your Attunement to Nature. 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 a Ranger spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses.
Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace.
Subclass Options
Amazon
Amazons are wild hunters who turn their deadly arts to the defense of others. Armed with uncanny instincts and unerring precision, they stand sentinel over their allies in battle and protect those who cannot protect themselves.
Amazonian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Amazon Spells table. These spells counts as ranger spells for you but don’t count against the number of ranger spells you know.
Ranger Level |
Spells |
3rd |
guiding bolt |
5th |
warding bond |
9th |
haste |
13th |
deathward |
17th |
telepathic bond |
Vigilance
When you choose this path at 3rd level, your protective instincts sharpen. If a creature you can see within range attacks an ally, you can use your reaction to attack that creature after the attack is rolled but before the triggering attack deals damage.
Pinning Blows
Beginning at 7th level, you learn to harry foes with your attacks. When you damage a creature with a weapon attack, its next opportunity attack has disadvantage until the start of your next turn.
Huntress’ Strike
By 11th level, you can focus your skill into a single, perfect strike against a foe’s most vulnerable points. As an action, you can make a weapon attack with advantage. On a hit, the target also has disadvantage on the next attack it makes before the start of your next turn.
Quell
At 15th level, if a creature within range forces you to make a Dexterity saving throw, such as a hydra's fiery breath, you may use your reaction to immediately make one weapon attack against it. If your attack hits, in addition to its normal effects, you and all other creatures forced to make the Dexterity saving throw automatically succeed. You can make this special attack even if you have already used your reaction this round.
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.
Primal Companion
At 3rd level you magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose it's stat block -Beast of the Land, Beast of the Sea, Beast of the Sky -which uses your proficiency bonus in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whichever kind you choose, the beast bears markings or characteristics that denote it's unique nature.
In combat the beast acts during your turn. It can move and use it's reaction on its own but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice and not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest you may also summon a different primal beast in place of your previous one.
Beast of the Land
Medium beast
Armor Class 13 + Proficiency Bonus
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40ft.
STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equal to your bonus
Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw your beast makes.
Actions
Maul. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium beast
Armor Class 13 + Proficiency Bonus
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 5 ft., swim 60 ft. (your choice when you bond with the beast)
STR 14 (+2) DEX 14 (+2) CON 15 (+2) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equal to your bonus
Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw your beast makes.
Actions
Binding Strike. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and if you wish you grapple the target (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small beast
Armor Class 13 + Proficiency Bonus
Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.
STR 6 (−2) DEX 16 (+3) CON 13 (+1) INT 8 (−1) WIS 14 (+2) CHA 11 (+0)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus equal to your bonus
Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw your beast makes.
Actions
Shred. Melee Weapon Attack: + your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d + 3 + PB slashing damage.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
Bestial Fury
Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.
Share Spells
Beginning at 15th 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.
Fey Wanderer
As a Fey Wanderer, you guard the border between the Feywild and the Material Plane, guiding the lost out of the Feywild and preventing dangerous fey from damaging the Material Plane. Your experience with both domains makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.
Dreadful Strike
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the feywild.
When you hit a creature with a weapon once per turn you may deal a bonus 1d4 psychic damage.
The extra damage increases to 1d6 when you reach 11th level in this class.
Fey Wanderer Magic
Ranger Level |
Spell |
3rd |
Charm Person |
5th |
Misty Step |
9th |
Dispel Magic |
13th |
Dimension Door |
17th |
Mislead |
You also possess a supernatural blessing from a fey ally or fey location.
Choose or roll for a gift.
d6 |
Gift |
1 |
Illusory butterflies flutter around you while you take a short or long rest |
2 |
Fresh, seasonal flowers sprout from your hair each dawn. |
3 |
You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
4 |
Your shadow dances while no one is looking directly at it |
5 |
Horns or antlers sprout from your head. |
6 |
Your skin and hair change color to match the season at each dawn. |
Otherworldly Glamour
At 3rd level your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition you gain proficiency in one of the following skills of your choice: Deception, Performance or Persuasion.
Beguiling Twist
At 7th level the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.
In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120ft of you to make a Wisdom saving throw against your spell save DC. If the target fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Fey Reinforcements
At 11th level, you learn the summon fey spell, it doesn't count against your spells known and you may cast it without material components. You can also cast it once without a spell slot and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so it doesn't require concentration. If you do so, the spell's duration instead becomes 1 minute for that casting.
Misty Wanderer
At 15th level you can slip in and out of the Feywild to move in a blind of an eye; you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once and you regain all expended uses on a long rest.
In addition whenever you cast misty step, you can bring along one willing creature you can see within 5ft of you. That creature appears in an unoccupied space within 5ft of your destination space.
Gloom Stalker
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level |
Spells |
3rd |
Disguise Self |
5th |
Rope Trick |
9th |
Fear |
13th |
Greater Invisibility |
17th |
Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Horizon Walker
Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.
Horizon Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level |
Spells |
3rd |
Protection from Evil and Good |
5th |
Misty Step |
9th |
Haste |
13th |
Banishment |
17th |
Teleportation Circle |
Detect Portal
At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.
Planar Warrior
At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Distant Strike
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Hunter
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of The Wilderness. As you walk the Hunter’s path, you learn specialized Techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering Giants and terrifying Dragons.
Hunter’s Prey
At 3rd Level, you gain one of the following features of your choice.
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 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 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 have advantage on Saving Throws against being Frightened.
Multiattack
At 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 make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following features of your choice.
Evasion: When you are subjected to an Effect, such as a red dragon’s fiery breath or a Lightning Bolt spell, 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.
Stand Against the Tide: When a Hostile creature misses you with a melee Attack, you can use your Reaction to force that creature to repeat the same Attack against another creature (other than itself) of your choice.
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack’s damage against you.
Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level |
Spells |
3rd |
Protection from Evil and Good |
5th |
Zone of Truth |
9th |
Magic Circle |
13th |
Banishment |
17th |
Hold Monster |
Hunter's Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
Magic-User's Nemesis
At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Swarmkeeper
Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
Swarmkeeper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
In addition, you learn the mage hand cantrip if you don’t already know it, it takes the form of your swarm.
Ranger Level |
Spells |
3rd |
Faerie Fire, Mage Hand |
5th |
Web |
9th |
Gaseous Form |
13th |
Arcane Eye |
17th |
Insect Plague |
Gathered Swarm
At 3rd level, you magically attract a swarm of fey spirits, you may either choose their appearance or roll from the table below. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
d4 |
Appearance |
1 |
Swarming Insects |
2 |
Miniature Twig Blights |
3 |
Fluttering Birds |
4 |
Playful Pixies |
On each of your turns you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack.
- The target takes a bonus 1d6 piercing damage.
- The attack's target must succeed a Strength saving throw against your spell save DC or be moved by the swarm up to 15ft horizontally in a direction of your choice.
- You are moved by the swarm horizontally 5ft in a direction of your choice.
Writhing Tide
At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along as a bonus action gaining a flying speed of 10 feet and can hover.
This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus and regain expended uses on a long rest.
Mighty Swarn
At 11th level, your swarm grows mightier in the following ways.
- The damage of your Gathered Swarm increases to 1d8
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by the Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
At 15th level you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to the damage by vanishing into your swarm and then teleporting to an unoccupied space within 30ft where you reappear with the swarm.
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.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Favored Enemy or Favoured Foe, Natural Explorer or Deft Explorer | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | +2 | Ranger Archetype, Primeval Awareness or Primal 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 | Ranger 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 improvement, Hide in Plain Sight or Nature's Veil | 6 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger 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 improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | +5 | Ranger 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 | 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 |