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##### Ranger - general overview | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Favored Enemy, Natural Explorer | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting |2 | 2| — | — | — | — | — | — | — | — | | 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | ─ | — | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | — | — | — | — | — | — | — | — | | 9th | +4 | ─ | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 10th | +4 | Natural Explorer improvement, Hide in plain Sight | 6 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 12th | +4 | Ability Score Improvement | 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 Archetype feature | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | — | | 16th | +5 | Ability Score Improvement | 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 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 | ─ | — | — | — | — |
\pagebreakNum ## Class 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, Shields, Medium armor - **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 - **Multiclass requirement:** Dexterity 13 or Wisdom 13 #### 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 Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp. ## Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on two-weapon fighting make Strength higher than Dexterity.) Afterwards chose either the folk hero or outlander background. ### 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 humanoid (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. \columnbreak ### 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, or the 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’re 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 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, and how long ago they passed through the area. - You choose additional favored terrain types at 6th and 10th level. ### Fighting Styles At 2nd level, you adopt a particular style of fighting as your specialty. 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. - Defense: While you are wearing armor, you gain a +1 bonus to AC. - 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. - 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. \pagebreakNum #### 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. You learn an additional ranger spell of your choice at each odd numbered level thereafter. 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 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 ### Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: the Hunter that is detailed at the end of the class description or one from another source. 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, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. ### 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### 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 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. ### 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 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. ### 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. \pagebreakNum ## Beast Master ### Ranger's Companion Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one attack yourself and you can command the beast to take an Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one. Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. If you don't issue a command, the beast takes the Dodge action. ### Exceptional Training Beginning at 7th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Bestial Fury Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multi-attack action if it has that action. ### Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. \columnbreak ## Beast Master Options (Googleed Stats) > Rating Explained: > > Choices marked with E are excellent. It’s hard to go wrong with one of these buddies. > > Choices marked with G are good. Maybe not top-tier, but you’ll do well with this choice. > > Choices marked with S are situational. It could be good in the right situation, but probably not good. Any beast that is not on this list, is not worth your time as far as official material is concerned. ## List of Beasts: ### Best non combat pets - Cat - It’s trained in perception and stealth, has keen smell, and can climb fairly fast. Don’t expect much from it on the combat front, though. - Owl - Less accurate than the hawk, but you’re not taking these companions because they’re combat monsters. It has keen sight and hearing, darkvision, and flyby. The owl is pretty much your best option for a scouting creature in the Player’s Handbook. - Raven - Ravens are the only beasts right now with mimicry. That’s the reason to have one. ### Best of the worst combat pets - Giant Rats, they honestly don’t offer that much. They have darkvision, pack tactics, and keen smell, but they’re not good trackers and not good fighters. ### Challenge ⅛ We’re starting to get somewhere decent, but these companions tend to get outclassed by the ¼ CR beasts. - Mastiff; **G Ratting** - The mastiff isn’t exactly bad, it’s just that a wolf does what it does but better. If a wolf is off the table, though, you could do worse than having a companion that can knock enemies prone, along with keen hearing and smell. Plus it’s a dog, and some people like dogs. - Mule; **S Ratting** - Mules are beasts of burden with sure-footed. They’re also about as close to a horse as you’re going to get, since the horses found in the Player’s Handbook are all size large. - Poisonous Snake; **G Ratting** - A Poisonous snake can potentially do a lot of damage, but it all depends on its poison bite. It also has blindsight and a swim speed, so there’s some utility there. \pagebreakNum #### Uncommon pets (dm approval required) - Blood Hawk; **G Ratting** - Their attack is a little weak, but they do have keen sight and pack tactics. They’re is the best bird companion that you can get at the moment. Not the best flying animal companion, though, since they lack flyby. - Flying Snake; **G Ratting** - It’s a snake, but it can fly! What’s interesting about this beast is that the venom delivered by its bite affects foes with no Constitution save allowed. So it’s better than most of the other poisoners, but still not good against foes that resist poison, since its damage is pitiful without its poison. Flyby and 10-foot blindsense round out the package. - Giant Crab; **E Ratting** - Giant Crabs are amphibious and they can grapple up to two foes at once. This can be pretty effective in making dodgy foes stay put. They also have one of the highest AC values of any beast companion along with 30 ft. of blindsight, so that’s a big plus. - Giant Weasel; **S Ratting** - They can be half-decent scouts, but their combat stats aren’t really good compared to some of the other companions. - Pony; **S Ratting** - The only horse companion you can get. It’s speed is terrible, but it rolls two damage dice for its attacks, if that is something you’re looking for. - Stirge; **G Ratting** - It’s a horrid mosquito monster, but if you want one, you can take it. If it hits with an attack, it attaches to the foe it hit and starts automatically dealing damage. The enemy can dislodge it with an action, which means it spent its action not doing anything dangerous. ### Challenge ¼ You’re probably going to end up choosing one of these three beasts. Among other things, each of them can knock foes prone on failed a strength saves. This can help melee allies as it will grant them advantage, although ranged allies will face disadvantage. - Boar; **G Ratting** - Of the three ¼ beasts in the Player’s Handbook, the Boar is the toughest. It’s the only beast so far with the relentless trait, though the trait is tied to a 7 hit point threshold. It also needs to charge to make the most of its tusk attacks. - Panther; **E Ratting** - Probably the most powerful beast companion, combat-wise. This is because it’s the only beast companion right now which gets pounce. It’s sort of situational, but can be pretty deadly in the right circumstances. They also have keen smell. - Wolf; **E Ratting** - Wolves are all about advantage. They have pack attack, keen hearing and smell, and every bite attack they make has a chance of knocking an enemy prone, which means advantage for other allies in melee. While the panther is more likely to deal more damage in a single round, wolves have more overall utility. \columnbreak #### Uncommon pets (dm approval required) - Giant Badger; **E Ratting** - Giant Badgers are the only beast companions thus far that can make a multiattack as one of their actions. This is pretty awesome, as you might suspect, since this means you get 3 attacks at level 5, and 5 attacks at level 11. As far as a pure combat monster, a giant badger is as dangerous as it gets. - Giant Centipede; **E Ratting** - The most powerful small companion, without a doubt. Its poison can paralyze foes it drops to 0 hp instead of killing them, which makes giant centipedes a good choice if you’re the kind of Ranger who prefers taking his quarry alive. They also have a decent climb speed and 30-foot blindsight, which is pretty cool. - Giant Frog; **G Ratting** - These beasts can eat small enemies, which is vaguely disturbing. Other than that, they can grapple and restrain foes, which makes them a more controlling kind of companion. They’re also fairly mobile, as they have both the amphibious and standing leap. - Giant Poisonous Snake; **E Ratting** - If you’re a snake fan, it’s either this or the flying snake. The poison damage only occurs on a failed Constitution save, but it’s pretty decent without the poison damage, so the snake is still an effective combatant even when faced with poison-resistant or -immune enemies. They even have a 10-foot reach for this attack, a benefit that no other beast companion gets. Giant poisonous snakes also have 10-foot blindsight and a swim speed, though those are more bonuses than the main selling point. - Giant Wolf Spider; **E Ratting** - Like giant centipedes, Giant Wolf Spiders have a toxic bite that can paralyze foes instead of killing them. Said poison is less potent, but in return these spiders have spider climb, websense, and web walker. You’re choosing between power or mobility here, though do note that it is harder to hide a medium spider than it is to hide a small centipede. They have 10-foot blindsight, darkvision, and a +7 Stealth bonus too. - Pteranodon; **E Ratting** - I’m gonna go ahead and call this the best beast companion. First point of order, its a freakin’ dinosaur, and those are always cool. Second, its a medium creature that flies. Enjoy being a halfling archer who rains death from above! And if that doesn’t appeal to you, the Pteranodon has flyby, which means it’s pretty effective at striking enemies and then retreating before they can do anything about it. \pagebreakNum ## Glossary of Beast Abilities - Amphibious: Amphibious beasts can survive on water and on land, making them versatile if water hazards are an issue you have to deal with (like in a nautical campaign). - Beast of Burden: Beasts of burden are considered 1 size category larger when determining their carrying capacity. So they can carry a lot of stuff like a beast of… you get the idea. - Blindsight: Beasts with blindsight don’t need light to perceive their surroundings. Any darkness, magical or not, isn’t going to impede their perception at all. - Blood Frenzy: These beasts gain advantage on melee attack rolls against foes who have taken damage. Generally reserved for quippers and sharks. - Burrow: Beasts with a burrow speed can move through the earth. This tends to be slow going at best, though. - Charge: Beasts with charge deal extra damage if they move at least 20 feet before they make an attack during their turn. The attack also forces the enemy to make a strength saving throw or fall prone. - Climb: Creatures with a climb speed don’t need to make ability checks to climb. - Darkvision: This is the same sense that elves and dwarves get in the basic rules. - Echolocation: Beasts with echolocation use sound waves to feel out their surrounding. Thus, their senses can be impaired if they become deafened. - Fly: Beasts with a fly speed can move in three dimensions. This can be incredibly useful as you might expect, though beasts who can fly also tend to not be as physically powerful as their more terrestrial counterparts. - Flyby: Beasts with flyby don’t provoke opportunity attacks when they move by flying. This makes them excellent skirmishers who can attack a foe and then fly out of melee range before they can get hurt. - Grapple: Some beasts can initiate a grapple as part of their attacks. Rules for grappling can be found in chapter 9 of the basic rules. - Hold Breath: These creatures can survive in water/out of water (depending on if they’re water breathing or not) for an extended period of time. Not quite as good as amphibious. - Illumination: These beasts can shed bright light in a 10-foot radius, which becomes dim light for another 10-foot radius. This light can’t be turned off. - Ink Cloud: The beast can generate a cloud of ink that obscures the area its in. So far, this ability can only be used underwater. It also can only be used once per short or long rest. - Keen Hearing: This ability grants beasts advantage on Wisdom (perception) checks to hear. Listening to detect hard-to-find enemies or environmental anomalies can be useful. - Keen Sight: Beasts with keen sight have advantage on Wisdom (perception) checks to see things. Probably the least useful of the Keen sense abilities, but still good overall. - Keen Smell: These beasts have advantage on Wisdom (perception) checks to smell things. This makes them pretty good trackers and good at pinpointing hidden or invisible enemies. - Mimicry: Beasts with mimicry can mimic sounds that they’ve heard. If a foe succeeds on an insight check, though, then they know that said sounds aren’t the real deal. - Multiattack: Beasts with multiattack can make multiple attacks as one action. This means they can deal a lot of damage pretty fast, as you might expect. - Pack Tactics: Beasts with this ability get advantage on melee attacks against enemies next to one of their allies. As such, they tend to work best if you have a melee-heavy party or you prefer using blades to bows. - Poison: Some beasts, such as snakes or spiders, can deal extra poison damage when they hit with their attacks. Generally, the enemy has to fail a constitution save or else they resist the poison, which means that they don’t take the extra damage. There are some enemies, like constructs, elementals, or the undead, who are either resistant or immune to poison damage. - Pounce: If a beast with the pounce attack moves 20 feet before they attack, then the attack can knock a foe prone if said foe fails a strength save. The pouncing beast then gets to make an extra attack as a bonus action. Obviously, beasts with this ability are pretty powerful combatants, though the strength save doesn’t really scale. - Relentless: Beasts with this trait can survive blows that might otherwise kill them. If the damage is under a threshold (say, 7 hit points) and would reduce the beast to 0 hit points, then the beast is reduced to 1 hit point instead. Unlike other beast abilities, the beast has to take a short or long rest before using this ability again. - Spider Climb: Beasts with spider climb can climb on walls and ceiling without having to make an ability check of any kind. So it’s basically climb +. - Standing Leap: Some beasts can jump really well without needing a running start. - Sure-Footed: Sure-footed beasts have advantage on strength and dexterity saving throws against being knocked prone. - Swallow: Some beasts can swallow smaller creatures whole. Swallowed creatures are blinded, restrained, and take automatic acid damage every turn. \pagebreakNum - Swim: Creatures with a swim speed can move in the water without needing to make an ability check. They also tend to be have either the amphibious or water breathing traits. - Underwater Camouflage: Beasts with this ability gain advantage on Dexterity (Stealth) checks made underwater. - Water Breathing: This beast can only live in the water. If it leaves the water, it will die. Generally not good. - Websense: Generally a spider-only ability, websense allows beasts to detect the location of creatures on a web they’re in contact with. - Web Walker: Another spider ability that allows them to walk on webs while ignoring any movement penalties they would otherwise take. ## Animal Companion Features In Place of an Ability Score Improvement you may select one of the features from this list bellow. - **Primeval Awareness:** Your animal companion can focus its awareness through the interconnections of nature to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if it were concentrating on a spell), it can sense whether any of your favored enemies are present within 5 miles of it. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from it. - **Beast's Defense:** While your companion can see you, it has advantage on all saving throws. - **Barrage of Claws and Fangs:** Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. - **Superior Beast's Defense:** Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. - **Feral Senses:** Your animal companion gains preternatural senses that helps it fight creatures it can't see. When your animal companion attacks a creature it can't see, it's inability to see it doesn't impose disadvantage on any of it's attack rolls against it. The animal companion is 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. - **Land's Stride** Moving through non-magical difficult terrain costs your animal companion no extra movement. It can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.