Ranger

Level Proficiency Bonus Features Spells Known 1st-Level Spell Slots 2nd-Level Spell Slots 3rd-Level Spell Slots 4th-Level Spell Slots 5th-Level Spell Slots
1st +2 Favored Enemy, Natural Explorer - - - - - -
2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Ranger Archetype, Race-specific feature 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, Find The Path 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Natural Explorer improvement, Race-specific feature 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, Race-specific feature 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

Hit Points

 
  • Hit Dice: 1d10 per ranger level
  • HP at 1st Level: 10 + CON modifier
  • HP at Higher Ranger Levels: 1d10 + CON modifier
 

Proficiencies

 
  • Armor: Light, medium, and shields
  • Weapons: Simple and martial
  • Tools: none
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

 
  • Scale mail OR leather armor
  • Two shortswords OR two simple melee weapons
  • A dungeoneer's pack OR an explorer's pack
  • A longbow and a quiver of arrows
 

Favored Enemy

Beginning at 1st level, 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.  

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.  

Fighting Style (2nd-level)

You adopt a particular style of fighting as your specialty. Choose a fighting style from the Fighting Style page. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Spellcasting (2nd-level)

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.   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 + proficiency bonus + WIS modifier
  • Spell attack modifier = proficiency bonus + WIS modifier

Ranger Archetype (3rd-level)

At 3rd level, you choose an archetype that you strive to emulate. Choose a subclass from the Ranger section of the Subclasses folder. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Ability Score Improvement (4th-level and beyond)

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 (5th-level)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Find The Path (8th-level)

Starting at 8th level, you have advantage on Survival checks made to navigate in inclement weather and other hostile environmental conditions. In addition, you have advantage on saving throws against spells that are magically created or manipulated to impede movement, such as the entangle spell.  

Feral Senses (18th-level)

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 (20th-level)

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.  

Race-specific features

Aarakocra Ranger

Continental Awareness (3rd-level)

Beginning at 3rd level, 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 the presence of inclement or extraordinary weather, as well as said weather patterns’ location within the margin of error of a mile.  

Aerial Dominance (10th-level)

Beginning at 10th level, if you are flying at least 30 feet above ground, you gain advantage on all Perception checks and can’t be surprised. Additionally, you gain advantage on all saving throws to resist the blinded and deafened conditions.  

Nosedive (14th-level)

Starting at 14th level, if you attack an enemy from at least 30 feet in the air, you may use the Disengage and Hide actions as a bonus action on the same turn.  

Aelee Ranger

Magical Awareness (3rd-level)

Beginning at 3rd level, 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 magical energies are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): evocation, abjuration, illusion, enchantment. This feature doesn’t reveal the energies’ location or strength.  

Overwatch (10th-level)

Starting at 10th level, you can spend 2 minutes planting magical foci in an area no more than 50 square feet in size. Once you have prepared an area in this way, as long as you remain within that area, you gain a +10 bonus to Perception checks and all invisible creatures that enter the area must make a Wisdom saving throw or be revealed. The DC for this saving throw is 10 + your Wisdom modifier + half your proficiency bonus, rounded down. Additionally, you have advantage against saving throws made to resist the charmed condition.  

Improved Overwatch (14th-level)

Starting at 14th level, your Magical Awareness feature expands to include all types of magical energies. In addition, you no longer need to expend spell slots to use your Magical Awareness, and you may use your bonus action to activate the feature, rather than your action. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Eldar Ranger

Continental Awareness (3rd-level)

Beginning at 3rd level, 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 the presence of inclement or extraordinary weather, as well as said weather patterns’ location within the margin of error of a mile.  

Blend into Earth (10th-level)

Starting at 10th level, you can spend 1 minute camouflaging yourself. Once you are camouflaged in this way, 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 (14th-level)

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.  

Human Ranger

Continental Awareness (3rd-level)

Beginning at 3rd level, 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 the presence of inclement or extraordinary weather, as well as said weather patterns’ location within the margin of error of a mile.  

Hide in Plain Sight (10th-level)

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.  

Canny Fighter (14th-level)

Starting at 14th level, you can use the Hide and Disengage actions as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Ishimaia Ranger

Magical Awareness (3rd-level)

Beginning at 3rd level, 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 magical energies are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): evocation, abjuration, illusion, enchantment. This feature doesn’t reveal the energies’ location or strength.  

Hide in Plain Sight (10th-level)

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.  

Melt into Ether (14th-level)

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Alternatively if you use your Fey Step feature as your bonus action, you may immediately use the Hide action and gain a +10 bonus on the roll. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Kumoto Ranger

Primeval Awareness (3rd-level)

Beginning at 3rd level, 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.  

Concealed Strike (10th-level)

Starting at 10th level, you can’t be surprised. Additionally, you gain advantage on initiative rolls. If you attack an enemy that you are hidden from, you may immediately use the Hide action.  

Vanishing Strike (14th-level)

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Additionally, when you use the Hide action as part of your Concealed Strike feature, you gain advantage on the roll. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Masay Ranger

Primeval Awareness (3rd-level)

Beginning at 3rd level, 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.  

Dance Over Land (10th-level)

Beginning at 10th level, you can spend 1 minute observing an area no more than 50 square feet in size. Upon completion of your observation, you have advantage on all Acrobatics and Athletics checks within that area, and you can’t be knocked prone or restrained by nonmagical means as long as you remain in that area. Additionally, you have advantage on saving throws against magical effects meant to restrain you.  

Slippery Combatant (14th-level)

Starting at 14th level, you can use the Hide and Dash actions as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

Tau'niki Ranger

Magical Awareness (3rd-level)

Beginning at 3rd level, 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 magical energies are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): evocation, abjuration, illusion, enchantment. This feature doesn’t reveal the energies’ location or strength.  

Concealed Strike (10th-level)

Starting at 10th level, you can’t be surprised. Additionally, you gain advantage on initiative rolls. If you attack an enemy that you are hidden from, you may immediately use the Hide action.  

Canny Fighter (14th-level)

Starting at 14th level, you can use the Hide and Disengage actions as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.  

U'moro Ranger

Primeval Awareness (3rd-level)

Beginning at 3rd level, 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.  

U'moro Stealth (10th-level)

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, and you can’t be surprised. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. If you are in darkness, you may use this feature as an action and require no naturally occurring materials.  

Improved Vanish (14th-level)

Starting at 14th level, you can use your U’moro Stealth feature as a bonus action on your turn, and it no longer takes 1 minute or requires materials. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Comments

Please Login in order to comment!