Ranger

You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.

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.

The Ranger

Spell Slots per Spell Level

Level

Proficiency Bonus

Features

Spells Known

1st

2nd

3rd

4th

5th

1st

+2

Favored Enemy, Natural Explorer, Deft Explorer (Optional), Favored Foe (Optional)

-

-

-

-

-

-

2nd

+2

Fighting Style, Spellcasting, Spellcasting Focus (Optional)

2

2

-

-

-

-

3rd

+2

Primeval Awareness, Ranger Conclave, Primal Awareness (Optional)

3

3

-

-

-

-

4th

+2

Ability Score Improvement, Martial Versatility (Optional)

3

3

-

-

-

-

5th

+3

Extra Attack

4

4

2

-

-

-

6th

+3

Favored Enemy Improvement, Natural Explorer Improvement, Deft Explorer Improvement (Optional)

4

4

2

-

-

-

7th

+3

Ranger Conclave feature

5

4

3

-

-

-

8th

+3

Ability Score Improvement, Land's Stride, Martial Versatility (Optional)

5

4

3

-

-

-

9th

+4


6

4

3

2

-

-

10th

+4

Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Feature (Optional), Nature's Veil (Optional)

6

4

3

2

-

-

11th

+4

Ranger Conclave feature

7

4

3

3

-

-

12th

+4

Ability Score Improvement, Martial Versatility (Optional)

7

4

3

3

-

-

13th

+5


8

4

3

3

1

-

14th

+5

Favored Enemy Improvement, Vanish

8

4

3

3

1

-

15th

+5

Ranger Conclave feature

9

4

3

3

2

-

16th

+5

Ability Score Improvement, Martial Versatility (Optional)

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, Martial Versatility (Optional)

11

4

3

3

3

2

20th

+6

Foe Slayer

11

4

3

3

3

2

Ranger
Class Features
Hit Points
Proficiencies
Equipment
Favored Enemy
Natural Explorer
Fighting Style
Archery
Blind Fighting
Defense
Druidic Warrior
Dueling
Thrown Weapon Fighting
Two-Weapon Fighting
Spellcasting
Spell Slots
Spells Known of 1st Level and Higher
Spellcasting Ability
Spellcasting Focus (Optional)
Ranger Archetype
Primeval Awareness
Primal Awareness (Optional)
Ability Score Improvement
Martial Versatility (Optional)
Extra Attack
Land's Stride
Hide in Plain Sight
Nature's Veil (Optional)
Vanish
Feral Sense
Foe Slayer

Class Features

All of the following are class features of the ranger.

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 two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, 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

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose two types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, giants, monstrosities, plants, or undead. Alternatively, you can select three races of humanoid (such as gnolls, goblinoids, and orcs) as favored enemies and one type from the list above, or six races of humanoids.

Your proficiency bonus is doubled when you make a Wisdom (Survival) check to track your favored enemies as well as on Intelligence checks to recall information about them if you are using a skill that you are proficient in. When you gain this feature, you also learn two languages of your choice that are spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy as well as one associated language, at 6th, 10th, 14th, and 18th. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer

You are adept at traversing the wilds. You have advantage on Wisdom (Survival) checks to track creatures in the wilderness.

You are particularly familiar with some types of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, ocean, desert, forest, grassland, mountain, underdark, or swamp. 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 travelling 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 (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, how long ago they passed through the area.

You also gain a benefit based on your favored terrain:

  • Artic. You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.

  • Coast or Ocean. You have a swimming speed equal to your walking speed. You can also hold your breath twice as long as you normally can.

  • Desert. You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.

  • Forest. You gain proficiency in Perception and your proficiency bonus is doubled for any ability check you make that uses it.

  • Grassland. Your speed increases by 10 feet.

  • Mountain. You have a climbing speed equal to your walking speed. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.

  • Underdark. You learn Undercommon. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, the range of your darkvision extends by 30 feet.

  • Swamp. You gain resistance to poison damage and have advantage on saving throws against disease.

You choose one additional favored terrain type at 6th, 10th, 14th, and 18th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

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 druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid 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

Spellcasting Focus (Optional)

At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.


Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Hunter. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Primeval 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 your favored terrain): aberrations, celestials, dragons, elementals, fey, and undead. If the creature is a celestial, you know its plane of origin. This feature doesn't reveal the creatures' location or number.

Primal Awareness (Optional)

This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells

Ranger Level

Spell

3rd

Speak with Animals

5th

Beast Sense

9th

Speak with Animals

13th

Locate Creature

17th

Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

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.

Martial Versatility (Optional)

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.

Extra Attack

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

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 a similar hazard. 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.

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 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.

Nature's Veil (Optional)

This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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.

Feral Sense

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

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.