Ranger ★
A Wandering Warrior Imbued with Primal Magic
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 modifierSpell 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.