Ranger ★

A Wandering Warrior Imbued with Primal Magic

Revised by Gabe Grimoire
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, to name just a few. Rangers learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. They focus their combat training on techniques that are particularly useful against one particular, favored foe.   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 above all else the hunt. A Ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.    
Core Ranger Traits
Primary Ability Dexterity and Wisdom
Hit Point Die D10 per Ranger level
Saving Throw Proficiencies Strength and Dexterity
Skill Proficiencies Choose 3: Animal Handling, Athletics, Insight, Investigation, Martial, Nature, Perception, Stealth, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields
Starting Equipment Choose A or B:
(A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer's Pack, and 7 GP
(B) 150 GP
 

Becoming a Ranger...

As a Level 1 Character

  • Gain all the traits in the Core Ranger Traits table.
 

As a Multiclass Character

  • Speak with your GM beforehand.
  • Prerequisite: Dexterity 13, Wisdom 13
  • Gain the following traits from the Core Ranger Traits table:
    • Hit Point Die
    • Proficiency with Martial weapons
    • Proficiency in one Skill of your choice from the Ranger's skill list
    • Training with Light and Medium armor and Shields
   



Note on Ranger Training
As you create your Ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, were you part of a band of Rangers affiliated with a druidic circle, were you self-taught during your time as a recluse, or was there some other way you obtained your capabilities as a Ranger?   You may also consider things like: is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer? These are just some of the many questions you may ask yourself.
 

Ranger Class Features

Ranger Features
Level Prof. Bonus
Class Features
Favored Enemy Prepared Spells 1st 2nd 3rd 4th 5th
1 +2
Spellcasting, Favored Enemy, Weapon Arts
2 2 2
2 +2
Natural Explorer, Fighting Style
2 3 2
3 +2
Ranger Subclass, Primal Stance
2 4 3
4 +2
Feat
2 5 3
5 +3
Extra Attack
3 6 4 2
6 +3
Roving
3 6 4 2
7 +3
Ranger Subclass feature
3 7 4 3
8 +3
Feat
3 7 4 3
9 +4
Deft Explorer
4 9 4 3 2
10 +4
Tireless
4 9 4 3 2
11 +4
Ranger Subclass feature
4 10 4 3 3
12 +4
Feat
4 10 4 3 3
13 +5
Deadly Hunter
5 11 4 3 3 1
14 +5
Nature's Veil
5 11 4 3 3 1
15 +5
Ranger Subclass feature
5 12 4 3 3 2
16 +5
Feat
5 12 4 3 3 2
17 +6
Precise Hunter
6 14 4 3 3 3 1
18 +6
Feral Senses
6 14 4 3 3 3 1
19 +6
Epic Boon
6 15 4 3 3 3 2
20 +6
Foe Slayer
6 15 4 3 3 3 2
 

Spellcasting

Level 1 Ranger feature   You have learned to channel the magic essence of nature to cast spells. See the PHB rules on spellcasting, and see here for the Ranger Spell List. The information below details how you use those rules with Ranger spells.  

Spell Slots

The Ranger Features table shows how many Spell Slots you have to cast your level 1+ spells. You regain all expended uses when you finish a Long Rest.  

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells. Cure Wounds and Ensnaring Strike are recommended.   The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have Spell Slots. For example, if you're a level 5 Ranger, your list of prepared spells can include six Ranger spells of level 1 or 2 in any combination.   If another Ranger feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.  

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have Spell Slots.  

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Ranger spells.

Rules Reminder
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.
   

Favored Enemy

Level 1 Ranger feature   You always have the Hunter's Mark spell prepared. You can cast it twice without expending a Spell Slot, and you regain all expended uses of this ability when you finish a Long Rest. When you cast the spell this way without a Spell Slot, taking damage can't break your Concentration on it.   The number of times you can cast the spell without a Spell Slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.    

Weapon Arts

Level 1 Ranger feature   Your training with weapons allows to use a number of special techniques called, Weapon Arts. You can use Weapon Arts a number of times equal to 1/4 of your Ranger level, rounded up. You regain all expended uses when you finish a Short or Long Rest.   You prepare a number of Weapon Arts from the list of Weapon Arts available to you, equal to half the amount of uses you have (rounded up). Whenever you finish a Long Rest, you can practice weapon drills and change one of the Weapon Arts you have prepared.   You can use a Weapon Art you have prepared only while wielding one of the prerequisite weapons listed in it’s description, and only if you have Proficiency with that weapon. If a Weapon Art requires a Saving Throw, it is: 6 + your Proficiency Bonus + your Weapon Attack Bonus (Ability Modifier used for the weapon).  
 

Natural Explorer

Level 2 Ranger feature   You are a natural at exploration and survival, both in the wilderness and in dealing with others on your travels. Choose one of the following benefits:
  • Beast Tamer. You always have the Find Familiar spell prepared. Once per Long Rest, you can cast the spell without material components.
  • Expertise. Choose one of your Skill Proficiencies with which you lack Expertise. You gain Expertise in that Skill.
  • Multilingual. You know two languages of your choice (that your GM agrees is appropriate).
  • Wasteland Wanderer: Cold. Through wandering endless days in places like desolate tundras, you have Resistance to Cold Damage.
  • Wasteland Wanderer: Fire. Through wandering endless days in places like forbidden deserts, you have Resistance to Fire Damage.
  • Wasteland Wanderer: Poison. Through wandering endless days in places like fetid swamps, you have Resistance to Poison Damage.
   

Fighting Style

Level 2 Ranger feature   You gain a Fighting Style feat of your choice.   Whenever you gain a Feat from the Ranger class, you can replace a Fighting Style you know with another Fighting Style available to Rangers. This replacement represents a shift of focus in your martial practice.  
 

Ranger Subclass

Level 3 Ranger feature   You gain a Ranger subclass of your choice from the list available at the bottom of this class’ description. A subclass is a specialization that grants you features at certain Ranger levels. For the rest of your career, you gain each of your subclass’ features that are of your Ranger level or lower.    

Primal Stance

Level 3 Ranger feature   As a Bonus Action, you can enter or leave a primal stance, a unique mode of movement that emulates the way animals move (like going on all fours). Leaving your stance however, costs an amount of movement equal to half your Speed. While in your primal stance, your Speed is increased by 10 feet, but all Attack Rolls you make have Disadvantage.  
 

Feat

Level 4 Ranger feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Extra Attack

Level 5 Ranger feature   You can attack twice, instead of once, whenever you take the Attack action on your turn.  
 

Roving

Level 6 Ranger feature   Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.  
 

Feat

Level 8 Ranger feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Deft Explorer

Level 9 Ranger feature   Choose one of the benefits you didn't already choose from your Natural Explorer feature; you gain the chosen benefit. Additionally, choose one of your Skill Proficiencies with which you lack Expertise. You gain Expertise in that Skill.  
 

Tireless

Level 10 Ranger feature   Primal forces now help fuel you on your journeys, granting you the following benefits.
  • Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 + your Wisdom modifier (minimum of 1). You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Decrease Exhaustion. Whenever you finish a Short or Long Rest, your Exhaustion level, if any, decreases by 1.
 
 

Feat

Level 12 Ranger feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Deadly Hunter

Level 13 Ranger feature   Any Attack Roll you make against the creature currently marked by your Hunter's Mark spell has its Critical Hit Range increased by 1.  
 

Nature's Veil

Level 14 Ranger feature   You invoke the spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  
 

Feat

Level 16 Ranger feature   You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.  
 

Precise Hunter

Level 17 Ranger feature   You have Advantage on Attack Rolls against the creature currently marked by your Hunter's Mark spell.  
 

Feral Senses

Level 18 Ranger feature   Your connection to the forces of nature grants you Blindsight with a range of 30 feet.  
 

Epic Boon

Level 19 Ranger feature   You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.  
 

Foe Slayer

Level 20 Ranger feature   You become an unparalleled slayer of your enemies. The damage you deal with the Hunter's Mark spell is increased by 3.

Articles under Ranger ★