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The Ranger
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — —
2nd +2 Fighting Style, Spellcasting, Hunter’s Quarry 2 — — — —
3rd +2 Primal Magic, Ranger Archetype 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Greater Favored Enemy 4 2 — — —
7th +3 Ranger Archetype Feature 4 3 — — —
8th +3 Ability Score Improvement, Deft Hunter 4 3 — — —
9th +4 Primeval Awareness 4 3 2 — —
10th +4 Improved Natural Explorer, Tireless 4 3 2 — —
11th +4 Ranger Archetype Feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 Feral Senses 4 3 3 1 —
14th +5 Sworn Enemy 4 3 3 1 —
15th +5 Ranger Archetype Feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Peerless Hunter- 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2
Emulating the Hunter archetype means accepting your attack against any number of creatures within 10 feet of
place as a bulwark between civilization and the terrors a point you can see within your weapon’s range. You
of the wilderness. As you walk the Hunter’s path, you must have ammunition for each target, as normal, and
learn specialized techniques for fighting the threats you you make a separate attack roll for each target.
Whirlwind Attack: You can use your action to make a
face, from rampaging ogres and hordes of orcs to melee attack against any number of creatures within
towering giants and terrifying dragons. your reach, with a separate attack roll for each target
Hunter Magic Superior Hunter’s Defense
Starting at 3rd level, you learn an additional spell when At 15th level, you gain one of the following features of
you reach certain levels in this class, as shown in the your choice.
Hunter Spells table. The spell counts as a ranger spell Evasion: When you are subjected to an effect, such as
for you, but it doesn’t count against the number of a red dragon’s fiery breath or a lightning bolt spell, that
ranger spells you can prepare. allows you to make a Dexterity saving throw to take only
Hunter Spells
half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Ranger Level Spell Stand Against the Tide: When a hostile creature
3rd faerie fire misses you with a melee attack, you can use your
5th hold person reaction to force that creature to repeat the same attack
9th slow against another creature (other than itself) of your
13th death ward choice.
17th hold monster Uncanny Dodge: When an attacker that you can see
hits you with an attack, you can use your reaction to
Hunter’s Prey halve the attack’s damage against you.
At 3rd level, you gain one of the following features of Beast Master
your choice.
Colossus Slayer: Your tenacity can wear down the The Beast Master archetype embodies a friendship
most potent foes. When you hit a creature with a between the civilized races and the beasts of the wild.
weapon attack, the creature takes an extra 1d8 damage United in focus, beast and ranger fight the monsters
if it’s below its hit point maximum. You can deal this that threaten civilization and the wilderness alike.
extra damage only once per turn.
Giant Killer: Once on each of your turns, whenever Beast Master Magic
you make a weapon attack against a creature that is Starting at 3rd level, you learn an additional spell when
Large or larger, you may give yourself advantage on the you reach certain levels in this class, as shown in the
roll. Beast Master Spells table. The spell counts as a ranger
Horde Breaker: Once on each of your turns when you spell for you, but it doesn’t count against the number of
make a weapon attack, you can make another attack ranger spells you can prepare.
with the same weapon against a different creature that
is within 5 feet of the original target and within range of Beast Master Spells
your weapon. Ranger Level Spell
3rd heroism
Defensive Tactics
At 7th level, you gain one of the following features of 5th warding bond