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Ranger

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

Class Features Favored Enemy


As a Ranger, you have the following class features Beginning at 1st level, you can call upon your training as
a hunter to aid you in tracking and fighting different
Hit Points
1d10 per Ranger level types of creatures.
Hit Dice:
10 + your Constitution As part of a long rest, you may spend an hour in
Hit Points at 1st Level:
modifier scouting and studying the terrain around you and then
Hit Points at Higher Levels: 1d10 (or 6) + your
select one type of creature from the Favored Enemy
Constitution modifier per Ranger level after 1st Table: beasts, monstrosities, oozes, plants, or undead.
Alternatively, you may select two types of humanoids
Proficiencies (such as gnolls and orcs).
Light armor, medium armor, shields You gain a +2 bonus to damage rolls with weapon
Armor:
Simple Weapons, martial weapons attacks against creatures of the chosen type. This
Weapons:
damage bonus increases to +3 at level 9, and +4 at level
Tools: Herbalism Kit
16.
Saving Throws: Strength, Dexerity You also gain the feature associated with the chosen
Choose three from Acrobatics, Animal
Skills: enemy type in the Lesser Favored Enemy table.
Handling, Athletics, Insight, Investigation, Medicine, Additionally, you have advantage on Wisdom checks
Nature, Perception, Stealth, and Survival. to perceive, track, or gain insight on your favored
enemies, as well as on Intelligence checks to recall
Equipment information about them.
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) an explorer’s pack or (b) dungeoneer’s pack
a longbow and a quiver with 20 arrows
Lesser Favored Enemy Table You have advantage on Wisdom (Survival) checks to
avoid becoming lost.
Lesser Favored Even when you are engaged in another activity while
Enemy Feature traveling (such as foraging, navigating, or tracking),
Beasts You gain advantage on initiative rolls
you remain alert to danger.
Humanoids When you roll a 1 or 2 on a damage die for a
If you are traveling alone, you can move stealthily at
weapon attack or Ranger spell, you can reroll
a normal pace.
the die and must use the new roll.
When you forage, you find twice as much food as you
Monstrosities You can add your Wisdom modifier to any
normally would.
ability check that uses Strength or Dexterity.
While tracking other creatures, you also learn their
Oozes You gain resistance to acid damage.
exact number, their sizes, and how long ago they
Plants
Undead
You gain resistance to poison damage.
You gain resistance to necrotic damage.
passed through the area.
Greater Favored Enemy Table Fighting Style
At 2nd level, you adopt a particular style of fighting as
Greater Favored
your specialty. Choose one of the following options. You
Favored Enemy Feature
can’t take a fighting style more than once, even if you
Aberrations You gain resistance to psychic damage
Celestials You gain resistance to radiant damage and later get to choose again.
have advantage on Insight Checks Archery
Constructs Once per turn when you hit with a weapon
You gain a +2 bonus to attack rolls you make with
Dragons
attack, you can add 1d4 to the damage roll.
You gain immunity to the frighted condition
ranged weapons.
Elementals Choose one of the following damage types: Defense
cold, fire, lightning, or thunder. You gain While you are wearing armor, you gain a +1 bonus to
Fiends
resistance to that damage type.
Choose one of the following saving throws:
AC.
Intelligence or Charisma. You gain a bonus to Dueling
that saving throw equal to your Wisdom When you are wielding a melee weapon in one hand no
modifier. other weapons, you gain a +2 bonus to damage rolls
Fey You are immune to being charmed with that weapon.
Giants While you are wearing armor, bludgeoning,
piercing, and slashing damage that you take Two-Weapon Fighting
from nonmagical weapons is reduced by 3. When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Natural Explorer If you gain the Extra Attack feature, the amount of
additional off-hand attacks you can make increases to
Beginning at 1st level, you are a skilled hunter and two at 11th level.
guide in the wilderness. Choose two skills from the
following list: Animal Handling, Nature, Perception, or
Survival. If you are already proficient in the skill, you
add double your proficiency bonus to checks you make
with it.
You can replace one of the skill proficiencies with one
of the following tool proficiencies: cartographer’s tools,
herbalism kit, hunting trap (add double your proficiency
to checks to spot and to trigger the trap), or
woodcarver’s tools (See Xanathar’s Guide to Everything
p. 78 for expanded uses for tool proficiencies).
You are a master of navigating the natural world, and
you are adept at traveling and surviving in the
wilderness. You gain the following benefits:
You may use your Wisdom modifier in place of your
Intelligence modifier for any Intelligence (Nature)
checks you make.
While traveling for an hour or more, difficult terrain
doesn’t slow your group’s pace.
Spellcasting cast the spell in this way a number of times equal to
your proficiency bonus, and you regain all expended
By the time you reach 2nd level, you have learned to use uses when you finish a long rest.
the magical essence of nature to cast spells, much as a
druid does. See chapter 10 of the Player’s Handbook for Primal Magic
general rules of spellcasting and chapter 11 for the You learn magic that strengthens your interconnection
ranger spell list. with nature: you learn additional spells when you reach
Preparing and Casting Spells certain levels in this class, as shown in the Primal
The Ranger table shows how many spell slots you have Magic Spells table. These spells are always prepared
to cast your ranger spells. To cast one of your ranger and don’t count against the number of spells you can
spells of 1st level or higher, you must expend a slot of prepare each day.
the spell’s level or higher. You regain all expended spell Primal Magic Spells
slots when you finish a long rest.
You prepare the list of ranger spells that are available Ranger Level Spells
for you to cast, choosing from the ranger spell list. 3rd speak with animals
When you do so, choose a number of ranger spells 5th beast sense
equal to your Wisdom modifier + half your ranger level, 9th speak with plants
rounded down (minimum of one spell). The spells must 13th locate creature
be of a level for which you have spell slots. 17th commune with nature
For example, if you are a 5th-level ranger, you have
four 1st-level and two 2nd-level spell slots. With a You can cast each of these spells once without
Wisdom of 14, your list of prepared spells can include expending a spell slot. Once you cast a spell in this way,
four spells of 1st or 2nd level, in any combination. If you you can’t do so again until you finish a long rest.
prepare the 1st-level spell animal friendship and have a
1st-level and a 2nd-level spell slot available, you can cast Ranger Archetype
animal friendship using either slot. Casting the spell At 3rd level, you choose an archetype that you strive to
doesn’t remove it from your list of prepared spells. emulate: Hunter or Beast Master, both detailed at the
You can change your list of prepared spells when you end of the class description. Your choice grants you
finish a long rest. Preparing a new list of ranger spells features at 3rd level and again at 7th, 11th, and 15th
requires time spent in focus and meditation: at least 1 level.
minute per spell level for each spell on your list.
Extra Attack
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger Beginning at 5th level, you can attack twice, instead of
spells, since your magic draws on your attunement to once, whenever you take the Attack action on your turn.
nature. You use your Wisdom whenever a spell refers to Greater Favored Enemy
your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for By 6th level, you have studied even deadlier types of
a ranger spell you cast and when making an attack roll enemies, and can prepare yourself to take them on with
with one. even less preparation.
When you make use of your Favored Enemy feature,
Spell save DC = 8 + your proficiency bonus + your you may now choose an additional type of creature from
Wisdom modifier the Greater Favored Enemy table.
Spell attack modifier = your proficiency bonus + your Whenever you finish a short rest, you may swap out
Wisdom modifier one of your Favored Enemy choices for another from
the same table. You may make use of this feature once
Ritual Casting
You can cast a ranger spell as a ritual if that spell has per long rest.
the ritual tag and you have the spell prepared. Furthermore, whenever you make a saving throw
against a spell or ability from one of your favored
Hunter’s Quarry enemies, you may choose to give yourself advantage on
the save. You may do so a number of times equal to your
Beginning at 2nd level, you can call on your bond with proficiency bonus, and regain all expended uses when
nature to mark a foe as your quarry. You always have you finish a long rest.
the hunter’s mark spell prepared and it doesn’t count
against the number of spells you can prepare each day.
You can use this spell without expending a spell slot
and without requiring concentration. When you cast the
spell in this way, its duration is 10 minutes. You may
Deft Hunter Sworn Enemy
At 8th level, you have refined your approach to the hunt By 14th level, your experience tracking and hunting a
to focus on your strengths. Choose one of the following type of prey has become second nature to you.
actions: Dash, Disengage, or Hide. You can take that Choose a type of creature from either favored enemy
action as a bonus action. table. You always retain the benefits from your Favored
Enemy feature for enemies of that type, and any benefits
Primeval Awareness you gain from the Favored Enemy Table become
Beginning at 9th level, you can use your action to extend permanent for you.
your awareness to the environment around you. For 1 In addition, your Sworn Enemies have disadvantage
minute, you can sense whether the following types of on saving throws against your Ranger spells.
Creatures are present within 1 mile of you: Aberrations, Whenever you gain a level in this class, you may swap
Celestials, Dragons, Elementals, Fey, Fiends, and out your chosen sworn enemy for another option from
Undead. This feature reveals the general direction to the list.
any creature of the listed types, and can also reveal Peerless Hunter
approximate numbers at your DM’s discretion.
You can use this feature a number of times equal to By 18th level you have fought and studied many types of
your proficiency bonus, and regain all expended uses foes, and you can swiflty change tactics to bring down
when you finish a long rest. your prey.
Once per long rest, over the course of a minute you
Improved Natural Explorer may study your ranger lore and swap out one of your
At 10th level, your ability to navigate the wilds has favored enemies for another from the same list.
improved, you gain the following benefits: In addition, you gain advantage on saving throws
against the spells and abilities of your favored and
Your group cannot be tracked except by magical sworn enemies.
means, unless you choose to leave a trail.
Moving through nonmagical difficult terrain costs Foe Slayer
you no extra movement. Beginning at 20th level, you have become the perfect
You do not suffer the penalty to passive Wisdom hunter, attuned to the natural world and lethally
(Perception) checks imposed by moving at a fast effective against your chosen enemies. You gain the
pace. following benefits:
You have advantage on saving throws against plants
that are magically created or manipulated to impede You have advantage on attack rolls against your
movement, such those created by the entangle spell. favored enemies
You have advantage on saving throws against the Your favored enemies cannot benefit from advantage
effects of extreme weather. on attack rolls against you
You can cast your ranger spells without verbal or
Tireless somatic components, as well as any material
Also beginning at 10th level, as an action, you can give components that lack a cost and aren’t consumed by
yourself a number of temporary hitpoints equal to 1d8 + the spell.
half your ranger level. You may do so a number of times
equal to your proficiency bonus, and regain all expended
uses whenever you finish a long rest.
Furthermore, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.
Feral Senses
At 13th 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.
Ranger Archetypes Multiattack
At 11th level, you gain one of the following features of
your choice.
Hunter Volley: You can use your action to make a ranged

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

your choice. 9th aura of vitality


Escape the Horde: Opportunity attacks against you
13th dominate beast
are made at disadvantage 17th awaken
Multiattack Defense: When a creature hits you with
an attack, you gain bonus to AC against all subsequent
attacks made by that creature for the rest of the turn.
The bonus equals your proficiency bonus
Steel Will: You are immune to being charmed or
frightened.
Animal Companion While you and your companion are within 1 mile of
At 3rd level, you learn to use your magic to create a each other, you can communicate with each other
powerful bond with a creature of the natural world. telepathically. Your companion can communicate
With 8 hours of work and the expenditure of 50 gp simple emotions and concepts to you using this
worth of rare herbs and fine food, you call forth an feature.
animal from the wilderness to serve as your faithful When using your Natural Explorer feature, you and
companion. You normally select your companion from your animal companion can both move stealthily at a
among the following animals: an ape, a black bear, a normal pace.
boar, a giant badger, a giant weasel, a mule, a panther, Your animal companion gains proficiency in two
or a wolf. However, your DM might pick one of these skills of your choice. It also becomes proficient with
animals for you, based on the surrounding terrain and all saving throws.
on what types of creatures would logically be present in Whenever you gain the Ability Score Improvement
the area. At the end of the 8 hours, your animal feature from your class, your companion does as well
companion appears and gains all the benefits of your and follows the same restrictions as you.
Companion’s Bond ability. You can have only one Your animal companion gains the benefits from your
animal companion at a time. Favored Enemy feature, your Greater Favored
If your animal companion is ever slain, the magical Enemy feature when you gain that feature at 6th
bond you share allows you to return it to life. With 8 level, and your Sworn Enemy feature when you gain
hours of work and the expenditure of 25 gp worth of that feature at 14th level. It uses the favored enemies
rare herbs and fine food, you call forth your you selected for those features.
companion’s spirit and use your magic to create a new When you form your bond with your companion, it
body for it. You can return an animal companion to life has a number of hit dice equal to your level. Add (or
in this manner even if you do not possess any part of its subtract) hit dice from your companion’s statblock
body. accordingly. For each level you gain after 3rd, your
If you use this ability to return a former animal animal companion gains an additional hit die and
companion to life while you have a current animal increases its hit points by an amount equal to half of the
companion, your current companion leaves you and is maximum roll of its hit die + 1 + its Constitution
replaced by the restored companion. modifier. For example, a companion that uses d8 hit
Expanding Companion Options
dice with a Constitution of 14 increases its hit points by
7 each time you gain a ranger level after 3rd.
Depending on the nature of your campaign, the DM Like any creature, your companion can spend it’s hit
might choose to expand the options for your animal dice during a short rest to regain hit points. It also rolls
companion. As a rule of thumb, a beast can serve as an death saving throws like a normal player character.
animal companion if it is Medium or smaller, has 15 or If your companion has an ability that involves forcing
fewer hit points, and cannot deal more than 8 damage a saving throw, the DC is equal to 8 + your proficiency
with a single attack. In general, that applies to creatures bonus + the appropriate ability score modifier. Use
with a challenge rating of 1/4 or less, but there are Strength if the saving throw involves grappling or
exceptions. knocking a creature prone, or Constitution if it involves
applying poison or disease.
Your companion shares your alignment, and has a
Companion’s Bond
The companion obeys your commands as best it can. It personality trait and a flaw that you can roll for or select
rolls for initiative like any other creature, but you from the Companion Trait and Companion Flaw tables
determine its actions, decisions, attitudes, and so on. If (or create your own). Your companion shares your ideal,
you are incapacitated or absent, your companion acts on and its bond is always, “The ranger who travels with me
its own. is a beloved companion for whom I would gladly give
Your animal companion has abilities and game my life.”
statistics determined in part by your level. Your Companion Trait Table
companion uses your proficiency bonus rather than its
own, and it adds its proficiency bonus to its armor class d6 Trait
if it is not wearing barding. 1 I’m dauntless in the face of adversity.
Furthermore, your animal companion gains a variety 2 Threaten my friends, threaten me.
of benefits while it is linked to you. 3 I stay on alert so others can rest
4 People see an animal and underestimate me. I use that to
my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
Companion Flaw Table Horizon Walker
d6 Trait Horizon walkers guard the world against threats that
1 I’m dauntless in the face of adversity. originate from other planes or that seek to ravage the
2 Threaten my friends, threaten me. mortal realm with otherworldly magic. They seek out
3 I stay on alert so others can rest planar portals and keep watch over them, venturing to
4 People see an animal and underestimate me. I use that to the Inner Planes and the Outer Planes as needed to
my advantage. pursue their foes. These rangers are also friends to any
5 I have a knack for showing up in the nick of time. forces in the multiverse – especially benevolent
6 I put my friends’ needs before my own in all things. dragons, fey, and elementals – that work to preserve life
Magical Link
and the order of the planes.
At 7th level, you and your companion’s bond has Extraplanar Intuition
become intertwined with nature’s magic. You gain the At 3rd level, you gain a skillset that allows you to sense
following benefits: and confront incursions from realms beyond the prime
Your companion’s attacks count as magical for the material. As an action, you can open your awareness to
purposes of overcoming resistance and immunity to your surroundings. When you do so, for the next minute,
nonmagical attacks and damage. you know the location of any aberation, elemental, fey,
While you can see your companion, or vice versa, or fiend within 60 feet of you that is not behind total
and either of you regains hit points, the other also cover.
regains hit points equal to half the total hit points In addition, you can sense the presence of and
gained. direction to any portal that leads to another plane of
While your companion can see you, it has advantage existence within 1 mile of your current location.
on all saving throws. You may use this feature once, and must complete a
short or long rest to make use of it again.
Unrivaled Teamwork
At 11th level, you and your companion fight as one
synchronized unit. While you and your companion are
within 5ft of eachother, you both add 1d4 to your attack
rolls.
In addition, once on each of your turns, you and your
companion may each add an additional 1d8 damage to
your weapon damage rolls.
Protective Bond
At 15th level, you and your companion can warn each
other of danger just before it occurs. Whenever a
creature that you can see hits your companion with an
attack, you can use your reaction to halve the attack’s
damage against your companion. Your companion can
use its reaction in the same way for you.

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