Ranger
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Table of Contents

Level 1

Fighting Style

You gain a Fighting Style feat of your choice. Whenever you gain a Ranger level, you can replace the feat you chose with a different Fighting Style feat. Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Ranger level, you can replace one of these cantrips with another Druid cantrip.

Knacks

In the wild, you have learned bits of primal knowledge, known as Knacks. You know one Knack of your choice.

Whenever you gain a Ranger level, you can replace one Knack you know with a Knack of your choice, so long as you meet the prerequisites for that Knack. You cannot replace a Knack that is a prerequisite for another Knack you know.

At certain Ranger levels, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table.

Wild Expertise

Your skill at navigating the wilderness is without peer. Choose one skill from the Ranger class skill list that you are proficient in. You gain expertise with the chosen skill.

You gain another choice of expertise at levels 9 and 13.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.

When you gain a Ranger level, you can substitute one of your mastery properties with another of your choice.


Level 2

Spellcasting

You learn to draw upon the primal magic of the natural world to enhance your survival and combat skills.

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast spells. To cast a Ranger spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.

At the end of each long rest, you prepare a list of spells that are available for you to cast. Choose a number of spells equal to your Wisdom modifier + half your Ranger level, rounded down. Spells must all be from the Ranger spell list at the end of this class, and be of a level for which you have spell slots.

Spellcasting Ability

Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Ranger spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier;

  • Spell attack modifier = your proficiency bonus + your Wisdom modifier;

Ranger's Quarry

You focus your senses to hunt as a predator of the wild. You gain access to your Quarry Die, and you can use a bonus action to mark one creature you can see as your Quarry, gaining the benefits below:

  • Whenever you damage it with an attack, you deal bonus damage equal to a roll of your Quarry Die;

  • Whenever you make an ability check to track or locate it, you can add one roll of your Quarry Die to your d20 roll.

These benefits last for 1 hour but end early if your Quarry is slain or if you mark another creature as your Quarry. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain one use on a short rest, and all expended uses when you finish a long rest.

When you reach certain Ranger levels, the size of your Quarry Die increases, as indicated in the Ranger table.


Level 3

Ranger Subclass

You gain a Ranger subclass of your choice. 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's features that are of your Ranger level or lower.


Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.


Level 5

Extra Attack

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

Feral Senses

You hunt with the skills of an apex predator. You can't have disadvantage on attack rolls against your Quarry.


Level 6

Roving

Your Speed increases by 3 meters while you aren't wearing Heavy armor.


Level 10

Precise Hunter

You have advantage on all attacks against your Quarry.


Level 11

Tireless

You are always ready for another hunt, never letting foes rest. You regain all of your expended uses of Ranger's Quarry and reduce your Exhaustion by 1 whenever you finish a short rest.

Additionally, whenever you are travelling with your party on the world map, you always move at Fast speed without any penalties.


Level 14

Vanish

You invoke 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.


Level 17

Apex Senses

You can't have disadvantage against any creature within 9 meters.


Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20

Foe Slayer

You are a Ranger of mythic skill, rivalling the great huntsmen of legend. Whenever you hit your Quarry with a weapon attack, you can immediately end the mark and cause that attack to deal maximum damage instead of rolling. If the attack reduces the creature to 50 hit points or fewer, it must succeed on a Constitution saving throw against your Spell save DC or instantly be reduced to 0 hit points.