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Ranger

Rough and wild looking, a Imperial stalks alone through the shadows of trees, hunting the bandits 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, a Bosmer finds her feet and draws back her bow to loose an arrow at the frost 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 Breton whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the troll 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.
hit dice: 1d10 per ranger level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• (a) scale mail or (b) leather armour
• (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:
You have learned to use the magical essence of nature to cast spells, much as a druid does. At first level you know one spell or cantrip, as granted to you by your favoured enemy feature. At second this becomes two of your choice from both your features and 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 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 At second level you know two 1st-level spells of your choice from both your features and 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
class features:
Favoured Enemy Beginning at 1st level, you have significant experience studying, tracking and hunting a certain type of enemy. You can choose an additional favoured enemy at levels 6th and 10th. Choose from the following five options:   Bounty Hunter. Gain Proficiency in Investigation and gain Ensnaring Strike. Creatures you hit with Ensnaring Strike have Disadvantage on their Saving Throw.   Keeper of the Veil. You specialise in hunting creatures from other planes of existence. You gain Proficiency in Arcana and can grant Protection against daedra and undead.   Mage Breaker. You have a history of battling spellcasters. Gain Proficiency with Arcana and gain True Strike, which gives you Advantage on Attack Rolls against a creature. Wisdom is your Spellcasting Ability for this spell.   Ranger Knight. You have sworn to serve a crown or nation and seek to bring its foes to ruin. Gain the spell Blade Ward and Proficiency with Heavy Armour.   Sanctified Stalker. You swore to hunt the enemies of a holy or druidic order. Gain Proficiency with Religion and the Sacred Flame Cantrip, which deals 1d8 Radiant damage. Wisdom is your Spellcasting Ability for the Cantrip.  
Natural Explorer Beginning at 1st level, You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You can choose an additional Natural Explorer at levels 6th and 10th. of the following five options:   Beast Tamer. You have cultivated a strong bond with animals. You can cast Summon Familiar as a ritual, familiars summoned with this spell will be real, rather than spectural. Also learn Hunter's Mark any allied beasts can also deal the extra 1d6 damage while this spell is in effect.   Urban Tracker. An expert at navigating the wild within the city, you gain Sleight of Hand Proficiency.   Wasteland Wanderer: Cold. You have spent endless days surviving desolate tundras. Gain resistance to Frost damage, taking only half damage from it.   Wasteland Wanderer: Fire. You have spent endless days surviving forbidding deserts. Gain resistance to Fire damage, taking only half damage from it.   Wasteland Wanderer: Poison. You have spent endless days surviving fetid swamps. Gain resistance to Poison damage, taking only half damage from it.
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.   Defence 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.  
Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.   Primeval Awareness Beginning at 3rd level, 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.
Primeval 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 unless you expend a spell slot or 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.   Arcane Runes Starting at 9th-level as an action, you can use woodcarver's tools to carve special sigils into a wand, staff, bow or arrow shaft, or inscribe them onto the ground as an action. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use any item bearing these runes as a spellcasting focus for your ranger spells, so long as it is within 60ft of you.  
Hide in Plain Sight Starting at 10th level, 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.   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.
subclass options:
The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.   Ranger Archetype: 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 trolls to towering giants and terrifying dragons.   Hunter's Prey:
At 3rd level, you gain one of the following features.   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.   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.   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 o f creatures within 5 feet of you, with a separate attack roll for each target.   Superior Hunters Defense: At 15th level, you gain one of the following features of your choice.   Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt 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.   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.
Ranger Archetype: Beast Master The Beast Master archetype em bodies 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.   Ranger's Companion At 3rd 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, at 5th level this becomes CR 1/2 and CR 1 at 9th level, also being able to summon beasts up to Large in size. 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 plus four times your ranger level. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an 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 bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can use your bonus action to command it twice, with the additional command being followed on the beasts next turn. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you dismiss it or the beast dies, you can obtain another one on a short or long rest, either the same type of beast as before or a different one.   Exceptional Training Beginning at 7th level, you can now on any of your turns when your beast companion doesn’t attack, you can command the beast to take the Dash, Disengage, Dodge, or Help action on its turn without using a bonus action.   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, it also affect any beast companion's you control within 30 feet of you.

Created by

ShireLord.

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