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.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Level | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | Favored Enemy, Natural Explorer | – | – | – | – | – | – |
2nd | Fighting Style, Spellcasting | 2 | 2 | – | – | – | – |
3rd | Ranger Archetype, Primal Awareness | 3 | 3 | – | – | – | – |
4th | Ability Score Improvement | 3 | 3 | – | – | – | – |
5th | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | – | – | – |
7th | Ranger Archetype feature | 5 | 4 | 3 | – | – | – |
8th | Ability Score Improvement, Land’s Stride | 5 | 4 | 3 | – | – | – |
9th | – | 6 | 4 | 3 | 2 | – | – |
10th | Natural Explorer improvements, Hide in Plain Sight | 6 | 4 | 3 | 2 | – | – |
11th | Ranger Archetype feature | 7 | 4 | 3 | 3 | – | – |
12th | Ability Score Improvement | 7 | 4 | 3 | 3 | – | – |
13th | – | 8 | 4 | 3 | 3 | 1 | – |
14th | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | – |
15th | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | – |
16th | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | – |
17th | – | 10 | 4 | 3 | 3 | 3 | 1 |
18th | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Class Base Features
As a ranger, you gain the following class features.
Hit Points
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
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (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
Class Features
Level 01 / 06 / 14: 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 humanoids (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.
Level 01 / 06 / 10: 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
- 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 are 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 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.
Level 02: Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Styles belove of the Fighting Style Options list. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery
- Defense
- Dueling
- Two-Weapon Fighting
Level 02: 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.
Spells Known
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.
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
Level 02: Druidic Warrior (-)
You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
Level 03: Primal Awareness
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 favored terrain):
- Aberrations
- Celestial
- Dragons
- Elementals
- Fey
- Fiends
- Undead
This feature doesn’t reveal the creatures‘ location or number
Level 03 / 07 / 11 / 15: Ranger Archetype
At 3rd level, you choose to emulate the ideals and training of a ranger conclave:
- Beast Master (PHB)
- Fey Wanderer (-)
- Gloom Stalker (-)
- Horizon Walker (-)
- Hunter (PHB)
- Monster Slayer (-)
- Swarmkeeper (-)
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Level 04 / 08 / 12 / 16 / 19: 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.
You can also choose to aquire a feat instead of an ability score improvement.
Level 04: Martial Versatility (-)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, 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.
Level 05: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 08: 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 similar hazards.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
Level 10: 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 +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take actions or a reaction, you must camouflage yourself again to gain this benefit.
Level 14: 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.
Level 18: 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.
Level 20: 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.