Ranger
Hit Points
Hit Dice: d10 per Ranger level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: D10 + Con or 6 + Con
Proficiences
Armor: Light Armor, Medium Armor, Light Shields, Medium Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose one from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Choose one more for each subsequent attendance at school for upto three skills.
Overview & Creation
Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of 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 fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.
Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.
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 trackless forests and across wide and empty plains, rangers keep their unending watch.
Deadly Hunters
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, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
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. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Class Features
Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
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, typically one spoken by
your favored enemy or creatures associated with it.
However, you are free to pick any language you
wish to learn.
Natural Explorer
You are a master of navigating the natural world,
and you react with swift and decisive action
when attacked. This grants you the following
benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when
traveling for an hour or more:
• 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.
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.
Defense
While you are wearing armor, you gain a +1
bonus to AC
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
the second attack
Primeval Awareness
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), you can sense whether any of your
favored enemies are present within 5 miles of
you. This feature reveals which of your favored
enemies are present, their numbers, and the
creatures’ general direction and distance (in
miles) from you.
If there are multiple groups of your favored
enemies within range, you learn this information
for each group.
Ranger Conclave
At 3rd level, you choose to emulate the ideals
and training of a ranger conclave: the Beast
Conclave, the Hunter Conclave, or the Stalker
Conclave, all detailed at the end of the class
description. Your choice grants you features at
3rd level and again at 5th, 7th, 11th, and 15th
level.
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.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy:
aberrations, celestials, constructs, dragons,
elementals, fiends, or giants. You gain all the
benefits against this chosen enemy that you
normally gain against your favored enemy,
including an additional language. Your bonus to
damage rolls against all your favored enemies
increases to +4.
Additionally, you have advantage on saving
throws against the spells and abilities used by a
greater favored enemy.
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly
still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you
can opt to not move on that turn. If you avoid
moving, creatures that attempt to detect you
take a −10 penalty to their Wisdom (Perception)
checks until the start of your next turn. You lose
this benefit if you move or fall prone, either
voluntarily or because of some external effect.
You are still automatically detected if any effect
or action causes you to no longer be hidden.
If you are still hidden on your next turn, you
can continue to remain motionless and gain this
benefit until you are detected.
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. 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. You can
choose to use this feature before or after the roll,
but before any effects of the roll are applied.
Starting Equipment
(a) scale mail or (b) leather armor
(a) one shortsword or (b) one simple melee weapons
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
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 Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger 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.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. 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
Subclass Options
Beast Master Conclave
Fey Wanderer Conclave
Gloom Stalker Conclave
Horizon Walker Conclave
Hunter Conclave
Monster Slayer Conclave
Swarmkeeper Conclave
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | 2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
2nd | 2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | 2 | Primeval Awareness, Ranger Conclave | 3 | 3 | - | - | - | - |
4th | 2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
5th | 3 | Ranger Conclave feature | 4 | 4 | 2 | - | - | - |
6th | 3 | Greater Favored Enemy | 4 | 4 | 2 | - | - | - |
7th | 3 | Ranger Conclave feature | 5 | 4 | 3 | - | - | - |
8th | 3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | - | - | - |
9th | 4 | | 6 | 4 | 3 | 2 | - | - |
10th | 4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
11th | 4 | Ranger Conclave feature | 7 | 4 | 3 | 3 | - | - |
12th | 4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13th | 5 | | 8 | 4 | 3 | 3 | 1 | - |
14th | 5 | Vanish | 8 | 4 | 3 | 3 | 1 | - |
15th | 5 | Ranger Conclave 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 |